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Path of Generations :: Epoch of New Life 

Tags: Fantasy, Supernatural, Stat-based, Literate, Roleplay 

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Pathos Genesis
Vice Captain

PostPosted: Sun May 06, 2012 7:26 pm


.::_ G υ ɪ ם є _ т o _ т н є _G υ ɪ ʟ ם _::.


Welcome to PathoGen~

If you have any questions about any of the topics below, just click and a link will take you directly to the post. If you have further questions, feel free to pose them in this thread. We hope you enjoy your stay!


This Post~

Guild Rules

Getting Started

Word Gain and Stats

Crafting Professions

Fighting in Battles

Custom Abilities

Death and Beyond

Navigating the Guild

Guilds and Organizations
PostPosted: Thu May 10, 2012 10:04 am


. :_ T н є _ G υ ɪ ʟ ם _ R υ ʟ є s _: .


Here are the basic rules to the Guild. Please do not break these rules or manipulate them. If you find a loop-hole please refrain from its use, and try to let a MOD know. Some rules include:

OoC Rules
1. Literacy, literacy, literacy. This is a literate Guild and we would appreciate correct grammars and spellung. We'd like to not have to warn someone over this, but we'd like to keep a sort of . . . not low-class ambiance to the guild. (Nice sized font, reasonable capitalization . . . anything you can do to make your posts seem more . . . 'legitimate' is appreciated.)

2. Respect the Gaia ToS. If you break this rule you will be banned, no questions asked.

3. Respect your fellow guildmates. You are no higher than anyone else in this Guild and if you do not treat everyone with respect, mods included, you will be warned.

4. Cursing is allowed but do not go overboard with it. We understand it's ridiculous of us to restrict you entirely from this, but we don't want to see any ridiculous over usage or blatant disrespect with it.

5. No pornographic pictures or links. This should go unsaid. Stay within the ToS.


If you break any of these rules you will receive a warning. If continued, the ban-hammer will be readied for battle. Whether it be temp or perma-ban.

IC Rules
1. Relationships are allowed, but not cybering. Kissing between characters is obviously ok and you can imply sex, but no cybering is permitted. Please fade to black.

2. Reading / Dreaming is limited to 2,500 words a month. This is to prevent abuse in that realm and keep the RP fun.

3. No plagiarism. Whatsoever. If we find out, big trouble you will be in.

4. Do not post unapproved threads/areas. Merely request for an area to be added in the request thread.

5. No cheating. Be fair. Very vague. But if we catch some funny business going on, we will be forced to add more specific rules.

6. No post deletions, at all. If done so during a fight, you will lose. If done so while trying to win something, you will lose. We don't know what was in that post, and whether it be accident or not, we can't take your word, so be careful.

7. Please, no 'generic anime character #5' images. This is preference over definite ban-worthiness, but seriously. If you need some help finding character images, there are sites such as: Zerochan, Safebooru, ACDB, DeviantArt* and so on. Please try and use quality images. It makes the RPing experience far more enjoyable.

8. Post formats are encouraged. You don't need to have an all-out over the top post format you paid 100k for. But at least some semblance of a post format is preferred. Size 11 - 9 font. Some sort of color added in, and an image of some sort, tastefully placed. I'm sure your fellow guilds mates wouldn't mind helping you out with something simple and nice, if you asked.


* If you use a user's original art from DeviantArt without permission, please give a short link and nod to the fact that someone else drew it.
[Up Top]

Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Thu May 10, 2012 10:06 am


. :_ G є т т ι и ' _ S т α я т є ם _: .

Starting off in the guild, one of the first things you'll want to do is go to the Profile Approval thread and submit a profile. I'll run you through the steps!

:: Race ::

First things first, you'll need to decide your Option #1 :: Race. This is what . . . race your character is. Pretty basic, I'd say. Here's a list of your options:

Guild Races
Human
The dominant race of Pathos. Also known as "Humes" or "Sapiens". Humans are extremely flexible and have high levels of willpower. Some humans have an affinity towards magic, others have zero potential in that regard and favor weaponry or technology over the spiritual.
Perks: Humans will be highly versatile and have access to many different bonuses, being the most malleable of all classes. Rank up Occupation faster.

Fey
Fey, Fae or Faeren are all names for a wider range of magical beings covering all the way from the obvious fairy to the less obvious elf. Faeren often have 'halflings' or those with animal characteristics in their ranks. Some fey aren't even humanoid at all. Mythical creatures from Ent to sirens are all considered fey.
Perks: Gain additional 25% from their words.

Orc
Where as Fey are characterized by their affinity to magic, Orcs are by their physical prowess. Orcs, being the inverse of Fey as they are, also have a diversity of creatures in their ranks. Demons, Giants, Lycanthropes and the like all fall under the classification of Orc, not being limited to the obvious namesake.
Perks: Add a +4 to Occupation bonus, relevant to your character's build. (No single stat boost can go above +5.)

Tinker
Tinkers are a unique race that, technically speaking can be of any race or ethnicity but are always defined by their short stature. Pure blooded Tinkers are something similar to gnomes or fairies, but few remain, leaving a wide variety of halflings in their stead. Tinkers are poor in battle, generally speaking, but have a strong affinity towards crafting.
Perks: Start off as an [Apprentice] of a Craft. Has to have the 'Tinkerer' Occupation.

Nephilim
The children of the gods. These are powerful figures and much about them is shrouded in mystery. More information on them is yet to be discovered.
Perks: ??? [This is a special class that will have unique requirements and perks.]

:: Occupation ::

After you've decided which Race you'd like to be, your next choice is your Option #2 :: Occupation. Your Occupation combined with your Race combine for optimum creativity~ Humans will be able to progress farther and faster than Myths, being one of their bonuses. Occupations all come with a bonus per Level [100 Potential]. So if your Occupation specifies [+10 Speed], at Level 2 [200 Potential] you would have +20 to your Speed stat. Your Occupation will also decide what Starter Guild you join right from the start. The Starter Guild is where you will learn most of your Occupation's abilities. For more info on that see the Guilds & Organizations Post.

Occupation Customization will also be an option later on down the road.

Guild Occupations
Warrior: Uses bladed weapons. Attack + Defense + Movement heavy techniques. Barely anything else. [+3 Strength and Speed || +2 Defense and Stamina]

Gunner: Uses guns and long range weapons. Movement heavy, Attack moderate and Creative techniques. [+4 Speed and Accuracy || +2 Intellect]

Fighter: Only uses hand to hand combat. Cannot use weapons, gain a bit more of a stat bonus because of this. Attack + Defense + Movement + Creative heavy techniques. Barely anything else. [+3 Strength, Speed, Defense, Stamina, and Spirit Defense]

Freelancer: Can use all weaponry to a lesser extent. Can learn lower-level Warrior / Gunner / Hunter / Scholar / Bard / Fighter techs. [+2 Strength, Speed, Defense, Stamina, and Accuracy]

Hunter: User of bow and arrows and can also gather supplies easily. Attack + Movement + Creative technique heavy. Small amounts of other tech. [+3 Strength, Accuracy and Speed || +1 Intellect]

Tinkerer: Exclusive to Tinkers. [Half Cost to Level Professions.]

Medic: Uses healing techniques/herbs/poisons. Healing + Defense + Support heavy. Small amounts of movement + attack + etc . . . [+2 Stamina, Defense, Spirit Strength, Spirit Defense, and Intellect]

Scholar: Uses spellbooks. Attack + Defense + Movement + Support + Healing + Creative technique heavy. A plethora of techniques of various difficulty to obtain. [+4 Spirit Strength || +2 Spirit Defense, Intellect, and Accuracy]

Bard: Uses instruments as a weapon. Attack + Support + Healing technique heavy. Small amounts of other tech. [+3 Spirit Strength and Spirit Defense || +2 Defense and Accuracy]

Tamer: Uses Beasts they've caught as weapons. Only class that can catch Beasts, many techniques based around catching and using their abilities. [+3 Intellect and Speed || +2 Spirit Defense and Defense]

Tank: Uses shields as weaponry. Defense + Support heavy techniques. Small amounts of other tech. [+4 Defense and Spirit Defense || +2 Stamina]

Bandit: Uses tactics and small indiscreet weapons. Creative + Movement heavy techniques. Small amounts of other tech. [+4 Intellect and Speed || +2 Accuracy]

???: ??? [???]

Noble: Physically weaker than other occupations, but gains perks such as immediate access to the Nordic Countries and all bonuses there-in. (Check the subforum for more info.) [All Stats sans Intellect and Spirit Stats /3]

:: Affiliation ::

And then, after you've decided which Occupation you'd like to take up, your last choice is your Option #3 :: Affiliation. Your Affiliation will decide what side you're on. Some more information about the Organizations you can Affiliate yourself with Below:

More and more Organizations are likely to pop up as time goes on, so keep your eyes open!

Guild Affiliations / Organizations
1.

2.

3.

4.

5.

[Up Top]
PostPosted: Thu May 10, 2012 10:10 am


. : _ K є є p ι и ' _ G o ι и ' _ : .

:: Potential / Word Gain ::

I bet you've read the above post and said you yourself "What in the crap is 'Potential' all about?" Well. I'm here to explain.
Potential is basically your overall power level in this guild. To gain Potential, you type words.

200 Words = 1 Point of Potential. Though, to prevent update clutter, please only update if your count is over 1,000. And do updates by the hundred. If you update for 667 words, you will lose those 67 words, be forewarned.

So, if you type 2,000 words, that's 10 points of potential~!

But what do you use Potential for, you ask? Potential is used to strengthen your character. It is their experience! By accumulating Potential you Level Up your character, quite literally. Every 100 points of total Potential is considered a Level. All characters start at Level 0 and work their way up. Potential is what you spend to buy customs, guild techniques and pay for certain other bonuses in PathoGen. And dont fear about your level decreasing, as Levels are based off of total Potential, not how much you haven't spent.

You can also gain half of other's interaction words when RPing, if they allow it. But not all will allow it. Enemies cannot share words with each other, either. So, make sure to specify, or it may not count. If you choose not to share your interaction words with someone, you may also claim an additional 20% of your words as an interaction bonus.

So get out there and interact~!


:: The Stat System ::

In this guild, stats have a rather straight forward sense of usage. In some instances, exceptions may be made, but only if they are extremely logical. Logic is valued highly when using stats. No saying "I'm so fast that I punch with the power of my Speed" or "I'm so smart, I can use my telepathy with the power of my intellect." Your punch would be calculated with Strength, and your telepathy with Spiritual Strength. Don't try to bend the rules, here.


Strength = Physical Might; Lifting/Punching/Etc Power. Speed of physical attacks.
Defense = Durability to direct physical damage. Also can be used as a resistance stat to abilities that affect you physically.
Speed = How quickly you can move and react to various situations.
Stamina = How long you can fight. Endurance. Used as a payment stat for physical abilities and movement abilities. Stamina hits '0' and you're exhausted.
Accuracy = The placement and skill behind projectile attacks. Also used to calculate dodging and complex movements.
Intellect = How smart your character is. Determines how strategic or calculative they are: higher int. = can be outsmarted less easily. Often used out-of-battle. Also applies directly to Crafting.
Spirit Strength = How strong your spiritual offense is. Speed of spiritual attacks.
Spirit Defense = How strong your spiritual defense is. Also generally related to healing abilities.
Spirit Reserve = Tied to your willpower. Costs for spiritual abilities come out of this stat. If this stat hits '0', the will to fight dies along with the ability to use spirit based abilities.



:: Terra ::

Terra [ ♈ ] is the currency used in this world. Under one World Government, there also has been established a World Currency, ♈. There are several ways of earning Terra, such as:


'Jobs' - Lesser missions with low requirements, if any at all. Low pay off, but easy to accomplish.

Games - Such as the Lottery or xxx or xxx. See the xxx Subforum for a full list of games. Some may come and go, so keep your eyes peeled!

The Hunter's Missions - High end missions with high requirements and may be more long term and not so easily accomplished. Must be accepted into the Hunter's Organization first.

And lastly, Crafting, which is elaborated upon in the post below.

[Up Top]

Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Thu May 10, 2012 10:11 am


. : _ C я α ꜰ т s _ : .

Although Crafting is an optional facet of the guild it is one that we encourage you to look into. Even if your character doesn't take part, rest assured that there are a great many people who are going to be Crafters and that means that you'll have a good chance of being able to get some very interesting weapons in exchange for the drops you get from fighting monsters and npcs.



Your First Crafting Profession: You can just pick one! At any point you can gain your first crafting skill by going to an appropriate NPC and learning from them by paying the 25 Point Potential Cost. You are now an [Apprentice] of your Profession. At the [Apprentice] Level you can have one [Item Design] per 100 Potential you have, after these are approved you can make this item as long as you have the materials.



: List of Professions :
Blacksmith: Crafters of melee weapons, everything from swords to hammers, axes and spears. A Blacksmith makes melee weapons of all kinds. Using metals and wood they make their masterpieces.
Huntsman: Bows, guns, clever traps, these are the tools that the Huntsmen craft. The Huntsman makes their weapons with wood and metal.
Armor Smith: Similar to the Blacksmith, an Armor Smith works with metals and hides. But instead of weapons they create shields and suits of armor that protect people.
Tailoring: Tailors weave light cloth and hides into amazing garments. They may not have the pure defense of a suit of armor but skilled tailors can often enchant the cloth with runes and symbols of power.
Artificer: Staffs, wands, crystal balls, the Artificer makes the instruments of the arcane world from a variety of materials: precious metal, jewels and fine wood are the most common resources.
Alchemy: Using plants and herbs the alchemist mixes potions and tinctures. These have amazing effects ranging from healing droughts to vials of poison or alchemists fire.
Inventors: Metal machines of war and strange futuristic devices, all of these things are the domain of the Inventor. Mechanical engineers and steampunk technicians, they can create truly incredible devices.
Jewelers: Precious metals as well as gemstones can hold magic better than any other medium. The Jeweler knows how to store magic within Jewels to augment various items.



: Special Professions :
Cooking: Carefully cooked dishes can provide amazing temporary stat boosts in battle. Their ingredients are all manner of things and come from some of the wildest places on the planet. Because of the unique ingredients there is no Trainer to level this. The conditions to improve this and learn new Recipes will be done entirely through Custom Quests.
Dungeon Exploring: There are tons of ruins and mystical locations that have surfaced all around the world. You investigate for treasure. Because of the nature of the objects you search for, and the lack of actual Crafting, this cannot be leveled like other Professions. It is done through Custom Quests and the rewards are quite significant.


Additional Professions: You can buy your second Profession at Level 2 [200 Potential]. Your 3rd can be bought at Level 5 [500 Potential], and it doubles each one from that point on: the fourth at Level 10 [1,000 Potential], etc. This is to encourage various Professions to work with one another.

Components: Components are all listed with a [Quality] next to them. Such as Iron [Common]. The Ingredients scale in the following way: Common, Uncommon, Rare, Mythic and Legendary. When you receive a Component it will always list the type next to it. Ingredients can be bought from NPCs at stores and markets throughout the guild and they can be sold to those same NPCs. The [Quality] also determines the boost provided by each ingredient in a recipe. Information on the boost when used in recipes, cost to buy and cost to sell can be found below. Furthermore, you can find a full list of components at the Component Listing.

Common: +2 per Component. 100 Terra per Piece [Player Buying]. 50 Terra per Piece [Player Selling].
Uncommon: +5 per Component. 200 Terra per Piece [Player Buying]. 100 Terra per Piece [Player Selling].
Rare: +20 per Component. 500 Terra per Piece [Player Buying]. 250 Terra per Piece [Player Selling].
Mythic: Varies. Generally a minimum of +50 per Component. Cannot buy. Sale varies.
Legendary: Varies. Generally a minimum of +100 per Component. Cannot buy. Sale varies.


Leveling Professions: To level up your Profession you must purchase Training from your Profession's NPC. To become a [Skilled] Profession, the next rank after [Apprentice], you must pay 30 Potential. To become an [Artisan] the cost is 60 points. Additionally, each Profession must be trained individually. Getting yourself to [Skilled] Huntsman would not auto-level your [Apprentice] Tailoring if that was your other Profession. But there is a special way to reduce this massive cost to level up your Professions! For each Item you craft at your highest Tier, the Potential cost to advanced to the next Tier is reduced by one. So if you are an [Apprentice] Tailor who crafts 30 Items, you will not have to pay to become a [Skilled] Tailor. This way it is possible to level your Profession simply by practicing it.

Mastery of a Profession: The top Tier, after [Artisan] is [Master]. Initially each person is only capable of [Mastering] one Profession. The [Master] Profession can only be achieved through a special Quest Chain given by the appropriate NPC as well as paying 120 Potential, this can be reduced the same was as any other Crafting Potential cost. It is possible to gain multiple Mastery Professions. But if you choose to do so you can never assume Rank #4, that of a Guild Leader. If you do this you will be able to Master one Profession every 100 Intelligence your character has. You also gain the title of [Grand Master Craftsman].

Why Level Professions? The higher the level of the Profession the better Items they can Craft. Each [Item Design] must be approved by a mod and you can never have more [Designs] of a higher tier than a lower. In other words before you can make a [Master Design] you need an [Apprentice Design], [Skilled Design] and [Artisan Design] first. To make three [Master Designs] you need three of each lower level [Item Design]. Once approved the Item can be crafted as long as the Crafter has the appropriate materials and components. When you are a higher level in your Profession you can use better quality components, for better end results. Additionally, the higher level your Profession is, the more Custom Item Designs you can have at any one time.


: Level Limitations :
Apprentice: Max of +40 Stats OR max of +20% Ability Modifier. One Design per 250 Intelligence plus every Level [100 Potential]. Minimum of one per Level [100 Potential].
Skilled: Max of +100 Stats OR max of +50% Ability Modifier. One Design per 100 Intelligence plus every Level [100 Potential]. Minimum of one per Level [100 Potential].
Artisan: Max of +250 Stats OR +50 Stats AND +100% Ability Modifier. One Design per 50 Intelligence plus every Level [100 Potential]. Minimum of one per Level [100 Potential].
Master: No set Max. Each approval varies based on the conditions/components required. One Design per 25 Intelligence plus every Level [100 Potential]. Minimum of one per Level [100 Potential].


[Crafting Examples]
Profession: Blacksmith
Crafting Level: Apprentice
Design Name: Big Sword
Design Description: A very large sword that the user must be strong to wield, if they can though their attacks will become far more powerful.
Design Effect: +20 Str and Sword Attacks are +10% more powerful.
Required Components: 20x Iron [Common Metal] or 8x Steel [Uncommon Metal].

Profession: Jeweler
Crafting Level: Skilled
Design Name: Eye of the Phoenix
Design Description: A rare gem, by taking the essence of flames and storing it inside of a ruby or set of rubies the Jeweler creates the Eye of the Phoenix.
Design Effect: Fire abilities get a +50% to their power [+100% if a Fire Ruby is used].
Required Components: 5x Rubies [Rare Gem] or 1x Fire Ruby [Mythic Gem].

Profession: Huntsman
Crafting Level: Artisan
Design Name: Songbow of Sorrows
Design Description: By carefully crafting the bow out of the wood of the weeping willow tree and stringing it with the heartstrings of a Siren, the Huntsman can create a bow that will bring sorrow to their enemies.
Design Effect: +100 Spirit Strength. Bards can channel abilities through this bow to use at range. Additionally song and sound used through this gain +100% effectiveness.
Required Components: 1x Siren's Heartstrings [Mythic Item] and 5x Mahogany Logs [Rare Wood].

Profession: Alchemist
Crafting Level: Master
Design Name: Potion of Djinn Might
Design Description: By drinking this carefully concocted potion, the drinker becomes a powerful djinn, or genie, for several minutes. In this form they have astounding spiritual abilities that will leave their foes broken under their might.
Design Effect: +100 Spirit Strength, +100 Spirit Defense, +100 Intelligence. Once every three posts the user can use [Djinn's Wrath] increasing the damage of all Spirit based abilities by +100%. [Djinn's Wrath] lasts until the end of the battle, stacking each use. After the battle is over the potion is expended.
Required Components: 1x Djinn's Lamp [Legendary Item], 2x Loki's Breath [Mythic Plant] and 5x Witch's Tears [Rare Plant].
Mod Condition: Each Djinn's Lamp requires a Custom Mission to obtain and the potion destroys the Djinn's Lamp when made.

[Up Top]
PostPosted: Thu May 10, 2012 10:14 am


. : _ B α т т ⅂ є _ ② _ F ı т є _ ! _ : .

:: General Rules ::

Here are just some general rules we'd like you to follow when battling. Proper etiquette and things you may get punished for.

Battle Rules
1. No God-Moding. No auto-hitting and such. Pay attention to stats, each one has a role. Losing is totally okay, and encouraged.

2. Killing a character without permission is discouraged. This is unless it is merited on some grounds. Knocking them out is acceptable. It is allowed, however, but will be dealt with on a case by case basis. Basically "Be reasonable."

3. No post deletions. Certain abilities will require rolls and so an and so forth. If we catch you deleting a post in a fight, you risk losing the battle.

4. If a user does not post with in a full 48 hours since it has been their turn in battle, they risk being disqualified. Unless provided with an actually reasonable excuse close to after the deadline. If the fight is ended, some compromise may be reached.

5. Don't go around tossing fights for other's benefits. If we catch this going on, penalties can be had. Some lenience is allowed, as we won't super be able to know. But, no, like . . . fighting members of your team to harvest EXP (or we might have to make a rule saying no Potential from allies whatsoever, and we'd like to avoid that). But if it's obvious and we catch this going on . . . um . . . shame on you and you might lose that Potential.

:: Winning Experience ::

I bet you've also noted speaking of winning Potential from battles and wondered how that works. Well! I'm here to tell you!

For each fight you win against an opponent, you win a certain amount of Potential.

For Supernaturals vs. anyone in the Epicurean Initiative you win 1/4 of the loser's Potential.

For any other battles, you win 1/5 of the loser's Potential.

To prevent pwning n00bs, though, until a character gains third third level [300 Potential], no Potential can be gained from them through victory.

Also, if you are much stronger than an opponent, the amount of Potential you gain from victory differs, as well. Even being weaker than your opponent can be potentially troublesome. Read below for more info:

If you are:

25% stronger than an opponent, you gain 100% of the Potential you usually would.
26-50% stronger, and you gain 75% of the victor Potential.
51-100% stronger, and you gain 50% of the victor Potential.
101-150% stronger, and you gain 25% of the victor Potential, but the loser must have above 1,000 Potential, or nothing is gained.
151% stronger, and you gain nothing.

Special Note #1: If you are significantly weaker than an opponent and you win, your fight will be reviewed very carefully. If the opponent throws the fight a Mod has the right to deny all experience, and punish both parties accordingly. (Though, if it genuinely seemed to be a fair fight, under rarer circumstances, a bonus may be offered.)

[Up Top]

Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Thu May 10, 2012 10:25 am


. : _ C u s т o ϻ s _ : .

:: Basics of Customs ::

Gaining Customs: You start with 10 [Starter Customs], these are relatively low in power and at [Starter Level]. Every Level [100 Potential] you will gain a Custom Slot, they will be at the level they were gained at. So at Level 1 you will get your Level 1 [100 Potential] Custom Slot. At Level 2 you will get your Level 2 Custom Slot, and so on. If you are rewarded extra Customs through an event they will come with their level listed. Most Customs must be bought with your Potential, same as regular Techniques. Once they are approved in the Customs Approval you can purchase them with your Potential.


Starter Customs: All [Starter Customs] have the option of scaling with your Level. This is done by giving you a certain point bonus every Level or 100 Potential you have. The most you can increase your stats at first is +2 to a Stat every Level [100 Potential]. [Example: Smith has 200 Potential. He has 100 Strength. For a Stater Custom Smith increase his Strength +2 for each of Smith's Level [100 Str +2 [100 Potential] +2 [200 Potential] = 104 Str]. This can be a buff or a punch, it just depends on how you phrase it. If you opt to scale over receive a flat boost of +10, costs will be significantly higher. (Both in Stamina/Spirit Reserve and in Potential.)

Additional Customs: After the first 10 Starter Customs, you receive one Custom every Level [100 Potential] as mentioned before. But these will not scale with your level. They will have a set boost to them. Event Rewarded abilities may be given out as per-potential abilities, but as a high prize. Below is the [obvious] power chart.


Power Chart

Starter: +20
Level 1: +30
Level 2: +40
Level 3: +50
Level 4: +60
Level 5: +70
Level 6: +80
Level 7: +90
Level 8: +100
Level 9: +110
Level 10: +120



:: Guidelines ::

One-Shot vs Duration: Some abilities will be one-shot abilities, meaning you use it and then you have to wait before you can use it again. These generally have between 2-5 uses per battle. The stronger the effect the longer the cool-down and the less uses per battle. Others will have a Duration, meaning they last for multiple posts. Most abilities with a Duration will have fewer uses [2-3] per battle with longer cool-downs. Duration abilities will often require a Stamina cost for each post maintained.
Special Effects: Binding Opponents, Draining Opponents, Dazing, Crippling, Poisoning, all of these are special effects. They do not have a set level requirement, but the stat effects must line up in general with the level. Some things, like dazing an opponent, will require a high-cool down, and have a low number of uses per battle. Some may require Stamina or Spirit Reserve as a cost. The more balanced it is, the easier it will be to accepted. The stronger it is, the higher level, cost and overall limitations will be required.


[Custom Examples]
Starter Customs

Potential Level: Starter
Name: Right Jab
Description: Smith swings his right fist in for a jab at his opponent, hitting for his Strength +2 every Level he has. One post cool down between uses.
Requirements: Fighter
Cost: 6 Potential

Potential Level: Starter
Name: Enrage
Description: Smith goes into an enraged state. This grants him +10 Str. This costs 5 Stamina per post maintained.
Requirements: Fighter
Cost: 2 Potential


Experience Based Customs

Potential Level: 100
Name: One-Two Punch
Description: Smith quickly hits his opponents twice with a total power equal to his Strength +30. One post cool down between uses.
Requirements: 100 Potential | Fighter
Cost: 5 Potential

Potential Level: 200
Name: Bloodrage
Description: An advanced form of Enrage. At the sight of blood Smith gains +10 Str and +10 Sta every Level he has. This costs 5 Stamina per post maintained.
Requirements: 200 Potential | Fighter | Blood must be drawn.
Cost: 5 Potential


Event Customs

Potential Level: 500
Name: Beatdown
Description: A flurry of blows rain down on his opponent. He gains +5 Str every Level he has and delivers them at +2 Spd every Level. Two post cool down between uses.
Requirements: Event Rewarded
Cost: 3 Potential


[Up Top]
PostPosted: Thu May 10, 2012 10:38 am


. : _ Y o υ _ ם ɪ є ם _ : .

:: So, You've Died ::

Well, I certainly hope that you haven't somehow managed to die before reading the Guide to the Guild. But by reading it now, hopefully you will be a bit more ready in case you should happen to die at some point in the future. Death is a part of Roleplaying at times and in this Guild it is considered possible, if impolite, to kill character's without their creator's permission. But because it is possible, there is also a way to come back from Death. This is available to everyone and it takes place in Avalon.



:: Avalon ::

There are four areas within Avalon itself. Below are the detailed descriptions of each of those areas and what can be done in them to bring your character back to life. Be sure to read through this thoroughly as it is required of your character should you die. It should be noted that no powers or abilities work in Avalon unless they specifically say so, and there are very few who will ever be granted such abilities.

Elysian Fields
This is an idyllic place, beautiful meadows and forests cover the land for as far as you could possibly travel. Some may choose to remain here forever and simply live in peace and splendor for the rest of eternity. Their souls then fade away. If you choose to remain in the Elysian Fields for eternity, you can reincarnate your character with 90% of your Potential but none of your Items, Abilities or any relation to the previous character. This is a brand new character. Should Mods believe that the new character is a clone of the old with a new face, the bare minimum punishment is being required to take Death's Deal, for a 50% loss and depending on the case there might be more serious repercussions.

Reaper's Realm
The realm of the Grim Reaper himself and a place that a great many souls pass through every day. Although not quite as dark a place as one might think, it is far from cheery. Once in the Reaper's Realm they can choose to take Death's Deal. If they make Death's Deal they instantly return to life with all their possessions but they lose 50% of their Potential.

Valhalla
The Hall of the Slain. Famous heroes from the ages rest here and some are willing to share a few secrets and skills with those brave enough to enter Valhalla. Every skill has a cost equal to a percentage of your Potential. The minimum you can spent on Afterlife Skills is 10% of your Potential but you can spend up to 100%, starting over as a brand new character or a starter level version of your old with some rather significant power ups. The downside is that should you die again, the second you step into Valhalla you lose all previous Afterlife Skills. You can keep them by going into any other realm of Avalon.

Samsāra
Within Samsāra you see the ebb and flow of life, death and reincarnation spread out before you and you are met by an Embodiment of Karma, played by a Mod. It will offer you a series of Quests, the completion of which will earn you back up to 40% of the Potential you would lose in Death's Deal. Depending on their performance on these Quests, they may reincarnate with anywhere between 50% and 90% of their Potential at the time of Death. These Quests will be harder the more negative karma you have. So those who died protecting others will be able to gain back the full 40% more easily than those who were defeated after killing many innocents. It is said that there may be a way to be brought back with one's full Potential, but if this is true it is surely not something that happens often, and the quest accomplish such a feat would likely be the hardest of all. This reincarnation can be the same character or a new one. But for every time that the same character uses this to reincarnate, they suffer a 10% penalty. So after a death the max they can regain is 90%, after two its 80%, after three its 70%. This is reset if they come back as a brand new character. Same rules as the Elysian Fields apply should they try to get around this rule by making a clone of their old character.

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Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Thu May 10, 2012 10:44 am


. : _ G є т т ι и ' _ A я o u и ם _ : .

:: Area Symbols ::

If you've browsed around the areas, I'm sure you've noticed some of the strange markings that we place next to areas. The following is a key to understanding what each of those symbols means in the context of the guild. We hope it will help you navigate the guild a bit more easily.


۩ = Guild
The Guilds are one of the core features of the guild. They are organizations of NPCs and PCs that have banded together with a specific goal in mind. Various Guilds can be found all over PathoGen. In fact depending on your Class you are automatically a part of one of the Guilds. More on that below. But, characters are encouraged to go out there and join Guilds that match their character's personality and goals. There are/will be plenty out there so go find the right one for you!

☠ = Dungeon
Dungeons are special places located in various Subforums where groups of adventurers travel to try and seek fame and fortune. Dungeons are raised by Nephilim and they act as Guides through the Dungeons, they will control the monsters, traps and the storytelling throughout the Dungeon. Although some can be attempted Solo, a group is recommended. They are made to challenge PCs to work together to overcome great odds and in the end receive great rewards. Many Dungeons will have Special Requirements to enter them, often involving completing a quest for the god/goddess/godling controlling the Dungeon. So be sure to check the first post of a Dungeon to see its Requirements.

ண = Scientific Location
Scientific Locations represent a variety of locations, generally being the domain of the new high-tech factions in the Guild. The symbol implies that there are periodic events or special missions that can be done in these locations and they are generally worth checking out.

► = None of the Above
These are notable locations that don't fit into any of the above categories. They may be tied to a Mission, either as a place to receive Missions or a key part in larger story arcs. Large cities will often be denoted this way as well.



:: Traveling Between Subforums ::

The Transportation Subforum must be posted in if you are traveling between Subforums, unless your character has a special Mod Approved way of doing so on their own. There are tons of interesting transportation options so we don't want people ignoring them and instantly posting halfway around the world with no explanation for getting there. (For some areas, there will be a necessary wait time to travel to said location~) That said, we encourage people to become creative and make Abilities or Inventions that can help them cross the vast world of PathoGen!

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PostPosted: Sun May 27, 2012 3:50 pm


. : _ G υ ɪ ʟ ם s _ : .

So as it was briefly explained up above the marking •●• denotes the location of a Guild. Guilds are a huge part of PathoGen and we really do highly encourage you to get involved with them. Some Guilds are created and run by NPCs but over time PCs will be able to gain the ability to branch off and found Guilds of their very own! In this post I will try to explain some of the complexities of the Guild System.


:: Starter Occupation Guilds ::

The Starter Occupation Guilds are the Guilds that you are placed in automatically when you choose your characters Occupation. Below are which guilds line up with which Cccupations. Notice that Scholar lines up with two guilds. Grenth focuses mainly on offensive abilities while Dwayna focus largely on support and defense abilities. You will automatically start out as Rank 1. The Rank 1 title varies between Guilds but you will only be able to learn Techniques from your guild for which you meet the appropriate Rank Requirement. You are always a part of your Starter Guild, no matter what other Guild you join. Some Guilds may have requirements that prevent you from being in other Guilds but you will always be a part of the Starter Guild.

Guild of Balthazar [China] - Warriors, Fighters and Tank.
Guild of Dwayna [South America] - Medic and Scholar.
Guild of Grenth [Middle East] - Gunner and Scholar.
Guild of Lyssa [USA] - Bandit and Bard.
Guild of Melandru [Africa] - Hunter and Tamer.


:: Ranking System ::

Human Advantage: Humans advance in their Occupations faster. They require half the listed Potential Requirements from below to advance.


Rank #1 - You start here. No Requirements aside from Class Choice. Freelancers start in one Guild, chosen at creation, but may join an additional one of these five Starter Guilds every Level [100 Potential - Same limit for Humans]. Additionally you gain 5 Level 1 [100 Potential] ability slots themed around your class, these are your Rank #1 abilities.
Rank #2 - This is a middling rank for most Guilds. You can start to learn some interesting techniques. It requires a person be Level 10 [1,000 Potential] and may have other conditions. This is the highest a Freelancer can rise and they must be Level 16 [1,600 Potential] to attain it. They can only hold this rank in one of the Starter Guilds for every 10 Levels [1,000 Potential] they have [same limit for Humans]. Additionally you gain 5 Level 10 [1,000 Potential] ability slots themed around your class, these are your Rank #2 abilities.
Rank #3 - This is the highest rank that most individuals will ever rise to. It requires Level 20 [2,000 Potential] to attain this rank and most of the Guilds most powerful skills will be yours to learn. Freelancers are unable to attain this rank as it represents true focus and dedication. Additionally you gain three Rank 25 [2,500 Potential] ability slots, these are your Rank #3 abilities.
Rank #4 - This rank is almost always held by one person, the Leader of the Guild. This rank has a minimum requirement of Level 40 [4,000 Potential] to hold. It is possible for multiple leaders, and it is possible for a Guild to operate without their leader in a true Rank #4 slot. But one or two ultimate techniques are available to those who are true Leaders, these will have special requirements and rankings.


:: Guild Creation ::

Earlier I mentioned being able to Create a Guild, as a player character. This is something that we're very excited about. To create a Guild, a player must either pay 100 Potential or start the quest [The Founding]. Once this is done, the player is able to officially declare their Guild by giving it a name and they can now have up to [10 Members]. Almost nothing else is given at this point. Upgrades to the Guild must be purchased or built, more information below. Nothing comes for free, but if you can convince enough people to join your guild, the upgrades become much easier to perform and you will have a powerful guild built from the ground up. There are two types of upgrades [Core] and [Exp], short for Expansions. The [Core] must be built before it can be added onto with [Exp]. [Exp] do not have to be build in any order unless they explicitly state otherwise.

Upgrades

Guild Base [Core]: A Mod Creates a [•●• Thread] that is the central base for the Guild. You now have a location all your own to gather in! This takes [250x Common Wood] and [250x Common Metal] to build, the build time is [One Week]. The build time can be reduced by one day for each additional Guild Member helping. The Guild Base allows a max of 25 Members to the Guild.
  • Grand Hall [Exp]: The great receiving Hall of your Guild has been built, displaying the splendor of your guild and drawing in new members. This increases the max Members a Guild can have by 10. Can only be built once. Requires [100x Uncommon Wood] and [100x Uncommon Metal]. Build time [48 Hours]. Reduced by two hours for each additional Guild Member.
  • Fortified Ground [Exp]: To fortify the defenses around your base and make it much harder to assault, one or more members must take part in the Quest [Building the Bulwarks]. Depending on the number of people participating and the amount of materials used, the base can receive various defensive upgrades.
  • Barracks [Exp]: This increases the max Members a Guild can have by 15. The Barracks provides rooms to everyone in the Guild. The first Rank members share a common sleeping area. Rank #2 members are generally housed in pairs. Rank #3 members receive their own private rooms. Rank #4 has a suite of rooms all to themselves. Each individual can [Store] up to 10 Items and any amount of Terra [♈] in their rooms, but anyone with access to that room can take those items or Terra. But, if you trust the Guild Members it ensures that you never lose the items or Terra elsewhere. Requires [100x Uncommon Wood] and [100x Uncommon Metal]. Build time [48 Hours]. Reduced by one hour for each additional Guild Member.
  • Training Ground [Exp]: A training ground can be a wooded area, a cave, an arena, whatever the creators desire. But it is an area close by the Guild that Guild Members go to train themselves and pit themselves against challenges. This sets up a private area that can be stocked with any monster captured by a Tamer. Monsters placed in the Training Area will "respawn" after a certain period of time (6 hours - Basic, 2 Days - Rare, 10 Days - Boss) , giving the Guild Members an easy way of dealing with potentially rare monsters. Basic monsters count for 1 Storage, Rare for 5 and Boss for 25. Has 25 Storage room. Requires [100x Uncommon Wood] and [100x Uncommon Metal] and a Tamer in the Guild to stock it. Build time [48 Hours]. Reduced by one hour for each additional Guild Member.

Basic Guild Vault [Core]: A basic storage system is now available for the Guild. Members can put in and take out Terra and various other materials. The Basic Guild Vault can hold 100 of every Crafting Component and up to 50 other Items [Weapons, Armor, Potions, etc]. Rank #1 can only take out things of equal value to what they put in. Rank #2 can take out 2x the value of what they put in but must repay it in full before removing more. Rank #3 can remove up to 2x what they put in with no restrictions on what they pay back. Rank #4 can freely move around Terra and resources within their Guild. Requires a [Guild Base] to build it in and [10x Rare Metal] and [100x Uncommon Metal]. Build time [Two Week]. Reduced by one day for each additional Guild Member.
  • Upgraded Vault [Exp]: This upgrade expands how much the vault can hold. This upgrade adds +100 slots for each Crafting Component and +50 random item slots. Requires [25x Rare Metal] and [200x Uncommon Metal]. Build time [Two Week]. Reduced by one day for each additional Guild Member. This can be taken multiple times.

Guild Ranks [Core]: Now your Guild has the four ranks, complete with Uniforms for each rank. Rank #1 gets +30, Rank #2 gets +60, Rank #3 +120 and Rank #4 +240 while wearing the uniform [cant mix/stack uniform boosts]. You set up the ranks and the boost on the Uniform, or you can allow others to choose. Keep in mind, the character who pays for this does not necessarily become the Rank #4, even if they do lead the Guild. They must still meet the requirements. Requires [100x Uncommon Cloth] and [50x Rare Cloth]. Build time [24 Hours], reduced by one hour for every additional Guild Member.
  • Rank #1 Skills: Work with a Mod to create five Rank #1 Skills for the Guild. Requires the guild's leader to pay the Potential cost of every skill, thus learning them in the first place.
  • Rank #2 Skills: Work with a Mod to create five Rank #2 Skills for the Guild. Requires the guild's leader have all Rank #1 skills and to to pay the Potential cost of every Rank #2 skill, thus learning them..
  • Rank #3 Skills: Work with a Mod to create three Rank #3 Skills for the Guild. Requires the guild's leader have all Rank #2 skills and to to pay the Potential cost of every Rank #3 skill, thus learning them.
  • Rank #4 Skills: Work with a Mod to create one or two Rank #4 Skills for the Guild. These will not be automatically learned as they are likely to have very special requirements!

  • Specialists [Exp]: Specialists are almost like secondary Professions that can be attained once an individual has reached Rank #3 within a Guild. It doesn't override previous Professions but is instead added onto the character. They will have some of their own perks and abilities that are unique to the Guild. To create a Specialist Profession for your Guild you must take the quest [A Specific Set of Skills...]. It can be repeated for additional Specialists, but each additional Specialist makes the quest exponentially more difficult. The Specialist class compounds with Occupations, but has it's own +5 per 100 Potential stat distribution. Each member can only have 1 Specialization, even if the guild has multiple options.

Guild Market [Core]: This allows Guild Members to set up and easily sell their creations to others. Sellers receive 25% more from sales when sold to guildmates. Requires [50x Rare Gems], [50x Rare Metal] and [50x Rare Cloth]. Build time [Two Weeks]. Reduced by one day for each additional Guild Member helping. This must be built after the [Guild Base].
  • Caravan Route [Exp]: The Caravan Route allows safe passage for Traders to travel through the Market. This allows Guild Members to purchase any Non-Custom Items that would normally be available to them in the same [Subforum] as their bases location at a 25% discount, provided they could purchase them in their original location. Additionally, sometimes the Caravans will bring in Rare, Mythic and perhaps even Legendary Items to the Guild and sell them off. Requires 100,000 Terra to fund the construction of the Caravan Route.
  • Craftsmen [Exp]: The Guild can pay Craftsmen to come and make items for the Guild. The Craftsmen must be given the raw materials to make an item but since the Craftsman's rank decides the max quality, someone with no crafting experience could get exceptional equipment made. Each Craftsmen only knows one Crafting Profession but multiple can be hired. Apprentice Craftsmen cost 1,000 Terra a week. Skilled Craftsmen cost 2,500 Terra a week. Artisan Craftsmen cost 10,000 Terra a week. Master Craftsmen must be hired through specific quests but have the potential to become permanent fixtures in the Guild.

Independence [Core]: This upgrade is not for everyone and it operates in a very different manner than any other. To attempt this Upgrade your guild must have ten Player Characters in it, at least five of which must be Rank #3. You must first complete all of the Expansions below before you can build this [Core] Upgrade. Once all the Expansions are finished, you must complete the quest [Birth of a Nation]. Once complete, your Guild can now call itself an independent Nation, Kingdom or Country. The central benefit being: [Your Own Subforum]. In the Subforum each area purchased will now receive its on Threads and you can talk to mods about making specialized areas and upgrades to add more to the Subforum itself. This chain of quests takes a great deal of effort to accomplish and some might not feel it worth the time or energy. But earning the right to a [Subforum] is a huge accomplishment and proof that your Guild is one of the very best.
  • Farms [Exp]: Building farms may not sound like the most exciting job in the world but its a very important step to becoming an independent nation. By setting up farms you create a source of Food, Plant and Wood Components that respawn weekly as long as someone harvests them each week. Must complete [Plowing the Earth].
  • Mines [Exp]: Digging out tunnels deep into the ground to search for resources might not sound a whole lot more interesting than planting turnips but if anything it is more important. By setting up mines you create a source of Metal and Gem Components that respawn weekly as long as someone harvests them each week. Must complete [Gold in the Hills].
  • Villagers [Exp]: Villagers are what make a nation or city what it is, the working man who makes sure that everything gets done when it should. Theses industrious men and woman make it so that you longer have to harvest the resources each week. As long as you have a Guild Vault, they will place the Components in there until it becomes full. Must complete [If You Build It].
  • Land [Exp]: Must have the [ Villagers [Exp] ] More than just a building or a small village, a great guild controls a fair amount of land and whether that's obtained through power or diplomacy, it is a true testament to how much power a guild holds. Must complete [Seizing the Land].


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Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Sun May 27, 2012 3:51 pm


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PostPosted: Sun May 27, 2012 3:52 pm


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Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Sun May 27, 2012 3:53 pm


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PostPosted: Thu Nov 22, 2012 8:55 am


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Pathos Genesis
Vice Captain


Pathos Genesis
Vice Captain

PostPosted: Thu Nov 22, 2012 8:58 am


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