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General Rules [UPDATED -- 08/28/07]

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Saint Storm
Captain

PostPosted: Fri Aug 24, 2007 4:13 pm


    [In no Exact Order]

    These are VERY general rules, that still need some tweaking which will be done subliminally..
    ..but don't worry, we'll Announce new updates.
PostPosted: Tue Aug 28, 2007 3:48 pm


    Must Need
    Anyone who plans being an active member in this guild, as a Adventurer, should download the TekTek Toolbar. It makes it so much easier to RP, since you need to post your full Character in every post. Designate one of the three Format Buttons on the bottom as your RP character.
    You do this by clicking the ' question Options' Button at the end of the toolbar. Then go into Setup Options. Place the Quoted Character in the Beginning Text, and your ACTION in the Ending Text.
    Push the tekFormat 1/2/3 Before you being to post, make any edits to your inventory that you may need to make. (Keep in mind you need to post any Potion use, item loss or gain, so if you really have time on your hands.. you can update major changes after every post.)
    Once done editing your inventory, you can type Out of Character(OOC)
    above the 'ACTION' and then type any action your character makes. If your character uses a Potion, or heals using a magic/tech, you may edit you stats accordingly, as long as you make it viewable;'HP: 30/50 -- 40/50'
    Besides that, thats all you need to worry about. Get the TekTek Toolbar, use it accordingly.

    --Thanks to Tekton for having the free Service that is so very useful.

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 3:50 pm


    Tech and Magic
    There are many different techniques and magics to learn, It just depends on how creative you are. Throughout adventures you will encounter many enemies and allies that know techs and magics which you can learn or you can make up your own but before you can use the techs and magics you make up, we must decide if it is allowed. Also, even if we do allow your techs and magics you may not be able to use them because your skill level is too low, or you don't have the right skill to use it (View the next quote to learn about Skills). The max level for techs and magics is level 5. We will place all the techs and magics that are found in this list and we will update the list as time progresses.

    Techniques:
    - Falcon Dive [Falcon]
    - Palm Thrust [Martial Arts]
    -

    Magics:
    - Telepathy [Mind]
    - Telekinesis [Mind]
    - Sing: Rock [Bard]
    - Heal [Heal]
    - Lightning Eyes [Lightning]
    - Shadow Possession [Darkness]
PostPosted: Tue Aug 28, 2007 3:51 pm


    Skills
    In order to use these Techs and Magics, you need to have Skills. To learn certain techs and magics you have to have the corresponding Skill to use them. Skills can be Weapons such as Swords and Bows, or they can be things like elemental magics such as Fire or Water. The max level for skills is 10. We will place all the Skills that are found in this list and we will update the list as time progresses.

    Skills:
    - Learn
    - Falcon
    - Armor
    - Bow
    - Kitsune
    - Bard
    - Guitar
    - Mind
    - Martial Arts
    - Heal
    - Lightning
    - Shield
    - Darkness

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 3:52 pm


    Damage
    Alright everyone, we've had to change our approach due to Gaia changing its post format. So we as a Guild will be forced to use
    'http://www.wizards.com/dnd/dice/dice.htm'
    In order to use this site, I will require everyone to be truthful about they're rolls. Do not repeat rolls, or try to make things better then they actually are. If caught, you will be banned. No questions asked.
    1-50 -- Miss
    51-55 -- 1
    56-60 -- 2
    61-65 -- 3
    66-70 -- 4
    71-75 -- 5
    76-80 -- 6
    81-85 -- 7
    86-90 -- 8
    91-95 -- 9
    96-100 -- 10
    101-105 -- 11
    106-110 -- 12
    111-115 -- 13
    116-120 -- 14
    121-125 -- 15
    126-130 -- 16
    131-135 -- 17
    136-140 -- 18
    141-145 -- 19
    146-150 -- 20

    Side Notes;
    Rolling '96-100' Qualifies for a Critical Damage, meaning Double Damage. This does not take affect if you achieve 100 with Pluses. Whatever the final damage of the attack is, double that.
    Example: Roll d100 - 100 Rolled.
    Weapon Strength of +3
    100+3 = 103 = 11 Damage
    11 x 2 = 22 Damage.

    Also, Skill Level also adds pluses to Damage, they go to Level Ten;
    Level 1 -- +1
    Level 2 -- +2
    Level 3 -- +3
    Level 4 -- +4
    Level 5 -- +5
    Level 6 -- +6
    Level 7 -- +7
    Level 8 -- +8
    Level 9 -- +9
    Level 10 -- +10

    Tech/Magic Level also play a part in Damage, but they only go up to Level Five;
    Level 1 -- +1
    Level 2 -- +2
    Level 3 -- +3
    Level 4 -- +4
    Level 5 -- +5

    Weapons and Armor also determine Damage. When starting off AC (Armor Class) is 10, but you can increase your AC by buying better Armor, such as a +1 armor which will increase your AC by 1. Armor +20 is the best armor that can be bought. Another way to increase AC is to level up the Armor skill, or use certain Techs/Magics. What does AC do? When a person rolls for an attack, the AC of the one being attack is subtracted from the attackers roll and it can determine if the attack hits or not, and if it hits, what the final damage is.
    Example: Roll d100 - 70 rolled
    Defenders AC - 10
    70 - 10 = 60 = 2 Damage

    Weapons can also go up to +20. With a regular weapon there are no pluses to Chance to Hit or Damage, but Skill level and Techs/Magics can also increase it.
    Example: Roll d100 - 80 rolled
    Weapon Strength of +3 and Sword Skill Level 3 = 6
    80 + 6 = 86
    Defenders AC +2 and Armor Skill Level 2 = 2
    10 + 4 = 14
    86 - 14 = 72 = 5 Damage
PostPosted: Tue Aug 28, 2007 3:54 pm


    EXP Gain
    All of you may be wondering, "How do you level up your skills and techs/magics?". Well its simple, you use Experience that you gain from battles. So how do you get experience? Well you get it from hits, casts, and kills. you can also get them from Critical Damage as well as Critical Kills, which would be when you rolled Critical Damage and killed an enemy with it. Now you must be wondering how much experience you get for each:

    Cast - 10
    Hits - 10
    Kill- 20
    Critical Cast - 20
    Critical Hit - 20
    Critical Kill - 40

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 3:55 pm


    EXP Cost
    To get new skills, upgrade your skills, get new magic/techs, and to upgrade magic/techs.. you need to spend Experience;
    Skills:
    Level 1 - 50
    Level 2 - 100
    Level 3 - 150
    Level 4 - 200
    Level 5 - 300
    Level 6 - 400
    Level 7 - 500
    Level 8 - 600
    Level 9 - 700
    Level 10 - 1000

    Magic/Tech;
    Level 1 - 100
    Level 2 - 200
    Level 3 - 300
    Level 4 - 400
    Level 5 - 500

    Level HP / MP / TP
    1-50 -- D6 [50 Exp]
    50-100 -- D8 [100 Exp]
    100-200 -- D10 [200 Exp]
    200+ -- D12 [250 Exp]
PostPosted: Tue Aug 28, 2007 3:56 pm


    Fancy Battle Rules
    - Players are allowed two actions per turn. Some actions take up full turn.
    - 4 action combo: Is when you take 4 actions in a turn instead of 2 and is used when:
    -- You are in a dire situation
    -- You spend 100 exp to use it
    - Double Teaming: Is when one of the players holds there turn and both of them go at the same time
    - Flanking: Players that are on opposite sides of the enemy get a +2 to Chance to Hit

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 3:57 pm


    Learn
    You may be wondering, why every character starts with the skill 'Learn 1.' What the hell does that do? - You may be asking. Well, to make it simple, you can copy other player, or enemies.
    Copy? Copy they're hair color? - No, I'm sorry.. nice try though. You can attempt to learn Skills, Techniques, or magic. This all depends on two things.
    1. Do you have enough EXP to learn the skill?
    2. You need to Roll high enough with a D100 to get a chance of learn the skill. [80+ is a Pass] Rolling below 80, would cause no loss in EXP, but you cannot learn the Skill, Tech or Spell.
    Some people may think.. 'Oh, well, I'll just keep trying to learn the skill till I get it! Haha MR.DM!' - WRONG! To be more realistic, your character can not attempt to learn a skill, and fail more than once a day. Once they fail learning a skill, they can not attempt the rest of that day. However, If you succeed, you can continue to gain skills until you fail, or your EXP depletes.
    [Trust me, -- You'll like this Skill]
    Also, Leaving up Learn gives you +1 to the Chance to Learn skills. So level it up!
PostPosted: Tue Aug 28, 2007 3:59 pm


    Initiative
    Known as INIT for short, before beginning a battle, all player characters must roll D100.

    Whoever of the active party rolls the highest, goes first. Monsters however have to roll as well, but this will be secretive, and will monsters will take they're turn between play turns.

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 4:03 pm


    --Reserved--
PostPosted: Tue Aug 28, 2007 4:04 pm


    --Reserved--

Saint Storm
Captain


Saint Storm
Captain

PostPosted: Tue Aug 28, 2007 4:05 pm


    --Reserved--
PostPosted: Tue Aug 28, 2007 4:06 pm


    --Reserved--

Saint Storm
Captain

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