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Tags: paranormal, Magic, Demons, Vampires, RolePlay 

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outlaw trinidy
Vice Captain

Adorable Lunatic

PostPosted: Fri Sep 16, 2016 4:23 pm
        F I G H T I N G


        -----Here in Sunnydale you will run into a lot of problems quick. We have a very simple system in place to ensure fairness as well as randomness. Watch your step, you will never know what you run into!
        When you make an RP thread in specific forums that your character shouldn't be in... you're giving staff tacit permission to post randomly with risky prompts! But, that's not all! You can totally battle with friends and fellow guild-mates. Below are the basics for the battle system. We'll also have a mock battle example for you all to see in this thread. Feel free to ask questions in the suggestions forum, and please remember this is all for fun!

        First step!

        It is suggested that you keep track of your character's exp, stat bonuses, approved abilities, and such in your journal!


        Attacking !!
          You roll the dice for your rarity type, then look for the number or higher (all odd numbers are safe for demons).
          If you get the number range you need, your attack was a success! It's that simple!


            Common / Uncommon: Roll one D20
            -----Demons; Avoid even numbers like the plague!

            • Humans :: need to get a 16+
            • Shapeshifters :: need a 15+
              -----(Exception! Special moon phases or special events. Then they need a 13+)
            • Ghosts :: have to roll 14+
              -----(Exception! During heightened emotions or special events; they need 13+)
            • Witches / Warlocks :: only need a 13+


            Rare / Slayer: Roll one D100

              -----Demons; You still have to avoid even numbers; rolls ending with a 5, you have the chance to make a special attack! Please check the post about Specials for more information

              -----Special Humans; Considered rare for a variety of reasons: You will need a 50+!

            • Watcher :: You will need a 40+
              -----(Exception! During special events, you need to roll a 35+)
            • Potentials :: Roll a 30+
              -----(Exception! During special events, you will need a 25+)
            • High Witch / Grand Warlock :: Rolling a 25+
            • Slayer :: get a 20+




Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 
PostPosted: Sat Sep 17, 2016 1:54 pm
R U L E S ---of--- C O M B A T


        -----So you bring your good buddy to your forum (Day or Night, respectively), and are attacked by them?! Maybe they're a demon and you look tasty, or you both are larping and want to play with swords! Whichever and whatever the case may be; there's still a sort of order to things. You can either agree on who strikes the first blow, or leave it up to an RNG. Heck, you can even flip a coin in RL! You just have to agree who goes first so everyone will know who goes next.

        BAM~!!


        -----You got a successful hit! What does that mean? It means your character has done damage to their opponent! Rather than coming up with a complex system and percentages (many feel that it drags down the fun, and math is not something we want to do while relaxing online), so the damage system is really simple...


          Baseline Damage

            Common :: 10 dmg.
            -----Exception, rolling a 20 gives additional +5 dmg.
            -----Demons get +2 dmg added.

            Uncommon ::13 dmg.
            -----Exception, rolling a 20 gives additional +5 dmg.
            -----Demons get +2 dmg added.

            Rare :: 15 dmg.
            -----Exception, rolling a 100 gives additional +5 dmg.
            -----Demons get +2 dmg added.

            Slayer/BigBad :: 20 dmg.
            -----Exception, rolling a 100 gives additional +5 dmg.
            -----No demon bonus.


            -----Demons will usually get an unfair advantage due to them being naturally stronger and overall a bit more durable, but keep in mind; Humans have more potential for growth. They can eventually get stronger than a common demon by learning a specialized and advanced skill-set or creating a gang. Don't underestimate humans, especially in large groups!

            All magic users and psychics will be affected by their aptitude in their RP part of the battles. Remember, this is the hellmouth. It feeds off of your abilities; you're like a walking battery for all that goes bump in the night. We suggest you learn combat or get a weapon to aid in your battles for when your spells are drained. Sure you're blessed with awesome abilities, you have a weakness thanks to the hellmouth. You're just like all the other poor whelps living on this little speck of land. As to all of you who are squishy; or weak bodied; you may have to pick up a taser.



Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 

outlaw trinidy
Vice Captain

Adorable Lunatic


outlaw trinidy
Vice Captain

Adorable Lunatic

PostPosted: Sat Sep 17, 2016 2:09 pm
F L E E ! FLEE FOR YOUR LIFE!!!



        -----Oh SNAP~! One of the staff have dropped a veritable basket of trouble into your lap! Or in this case, they dropped a prompt right smack in the middle of your RP! How dare they?! AND COME ON WHAT TERRIBLE TIMING THIS IS FOR YOU! You're in trouble and you need to roll a D6 ASAP!!!

          What to expect...

            -----Depending on the Staffer (who most unfortunately resemble the devious Powers That Be, at the moment),
            -----you will get different answers for what each of your roll outcomes mean for your character... But, the percent is never going to change!

              Your character will always face one of these odds...

                -----✩ 1/3rd chance of character death!!
                -----✩ 1/3rd chance of character receiving grave injury
                ---------------(having to roll again for life/death).
                -----✩ 1/3rd chance of character running for sweet freedom






        This only applies to RPs outside of Battles, where characters are RolePlaying in certain areas! Meaning your demon character will likely have a really bad day if they decide to play in the sunlight, or your human character may wind up being a snack if they think it's a great idea to go for a moonlit stroll!


Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 
PostPosted: Sat Sep 17, 2016 2:18 pm
B O N U S E S --- & --- Y O U


      Stat bonuses will give you a leg up compared to others. You can only gain them in the training grounds or by the hands of staff members.
      Hints: fleeing successfully from battle might give you a new passive ability. Getting hit, and avoiding death may increase your character's Life Points...
      These bonuses could even increase your ability to stay out during dangerous times, BUT it does NOT change the flee system. Point is, it is all given due to hard work in the training grounds, and up to the staff members giving extras and how you are utilizing your character(s) in play.


      There IS a max cut off for each species.



      Limits::

        Humans are obviously the weakest of the lot. But they do have the greatest chance to grow and gain skill-sets! For example; your common human found their way to the magic box and started to learn witchcraft! Staff may give you bonuses towards that path, or, they may see those posts and deliver you alternate bonuses. Common humans will never be stronger than common demons, without otherworldly aid of some kind.


      How to Gain New Abilities & Alter Rarity!


        Humans are unique in that they can learn new abilities and grow in seemingly infinite and unique ways. They can get attacked by a shapeshifter or vampire, and if the RP works out, your human can become one! Or, if they simply die; they could turn into a ghost! If your human is studious, they may become a Watcher. Who knows, your girl may be tapped as a Potential.

        Training lets you choose what area you want to add bonuses too. Staff might take notice and grant more during your RP's. You will only be given a +1 in one area at a time. A rare option is for a staffer to give you a +1 bonus that you can decide on which ability to attach it to. These bonuses will help with your attacks, your health, and even let you gain new abilities! However, you might have to drop a weaker ability in the event you have more than nine specifics in any one section. Unless you save those training points; and buy another spell slot.


        Demons are tougher to level up and to get stronger (they are quite strong to start with after all). You might try questing a rare artifact that gains your vampire back their soul (can't fathom as to why any self-respecting creature would bother!), or maybe a demonic rune, that gives them the ability to use lightning! Whatever your imagination wants, we encourage you to RP! The bonus points will still up to staff discretion.You have a training grounds to work out in, if you really hate how the hellmouth messed with your abilities. Heck, it can even become your demons quest and you try seeking out rare items so you are as powerful as you were in the other realms!


      As previously stated, there are caps to every character type;
          Common types can never be stronger than a Rare type.
          ---However, they can evolve, gain abilities and become a Rare type!

          Uncommon types are a gray, muddled area.
          ---It will depend on how you are RPing with your character. You may find you have more health than a simple Rare type, or, you have better attack damage.
          ---Be aware that Uncommon types can be a stepping stone towards a Rare type. Potentially, on the off chance, they may even defeat a Rare type in battle!



      Good luck out there!




Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 

outlaw trinidy
Vice Captain

Adorable Lunatic


outlaw trinidy
Vice Captain

Adorable Lunatic

PostPosted: Sat Sep 17, 2016 2:18 pm
Let there be LIFE!

It's recommended to keep track of your starting Hit Points/Life Points, number and any Bonus grants, in your journal.


          ----So, you can attack and do damage now, what happens when damage is dealt to you? Keep in mind, your character is not immortal (even vampires can die at the hands of simple humans! Look at Xander and Jesse)! So it would behoove you to keep track of your respective character's health. However, if you are battling for fun as a way to familiarize yourself with the system, ensure you state that in the first post! Also ensure that both parties (or all of them, if you're doing it mob style), are aware the mock or real battle status. Err on the side of caution, if you'd prefer... but the Mods keep track of character deaths.

          -If you get to 0 you will die. Exception, you both are doing a mock battle for fun. But, there is always a chance your char will die by accident. Even when just goofing with friends. Feel free to RP accordingly. Do not delete posts. And remember to follow the guild rules.

          Please use this form for your starting HP. Post Here
          -make sure to add RNG/dice and the correct numbers for your rarities.
          [imgright]post sig url here[/imgright]

          [b]Character name[/b]:
          [b]Character Rarity[/b]:
          [b]Starter hp #[/b]: (edit this in after you roll. No deleting "bad rolls")


          Number Range for Starter Life Points
          Note, some demons get bonus LP due to their type.

          Common: 50-100
          Uncommon: 80-100
          Rare: Roll 1D20 & +100.

          Slayer/Bosses: 150hp



Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 
PostPosted: Fri Sep 23, 2016 5:29 pm
S P E C I A L S
. Active Abilities . Special Attacks . Active Sffects Spells . Psychic Abilities .



Active Abilities; As in, Approved attacks.
Remember, you cannot have an Active ATTACK with an EFFECT.
Meaning; an Effect cannot inflict LifePoint dmg and an Attack cannot hinder your opponents Dice roll.


      Remember the rules of combat, your baseline damage. Training gains you bonuses for these attacks over time. But, you start with these to add to your baseline when designing attacks unique to your character;

        +1 dmg for Weak attacks
        +2 dmg for Medium attacks
        +3 dmg for Strong attacks


      The abilities unique to your character can be as plain or quirky as you can devise! They could be things as simple as a powerful kick, or a butterfly knife. Use your imagination, and have it custom to your character and their respective talents or skills!

      You cannot use the same Ability Attack twice in a row.
      This applies to both demons and humans!
      As in, you may use an Ability Attack, an Ability Effect, and then right back to your favorite Ability Attack.



Special Attacks; RARE-type demons only, for now.

      Due to the rarity of your character type, you have the option of creating one special attack. You can name the special attack whatever you'd like (although spare us the; Moon Crystal Prism Power Make Up! if at all possible), and have it molded to your specific demon.

        - Special attacks inflict an additional +6 dmg
        - Or, add +3 dmg to one of your regular Active Attacks



Active Effects; Your effect affects your enemy

      Again, the name is all up to you, customize it to your character! You do not need to have one if you'd prefer to do without. One Active Effects will take up one Active Ability slot. Effects can last;

          1 turn for Weak
          2 turns for Medium
          3 turns for Strong

        Examples;
          Blindness: Lasts 1 turn / -3 to enemy rolls / No 3's for demon rolls
          Paralysis: Enemy misses 1 turn
          Paranoia: Lasts 2 turns / Even numbered rolls make your enemy attack something random.
          -----(Totally Rp this out; they could hear a noise behind them, or you threw a rock and they did not notice, whatever.)



    Spells; Be creative, there are a lot of spells in this world.
    Cannot be used by common humans.
    Must pass Magical aptitude test, check out the Shop for premade spells, and items.


        These can be either Actions or Effects, it's spellwork that can be used for defense, illusion (although they cannot be as strong as psychic illusions), healing, and more! Magical attacks are more powerful than a special kick, or bladed weapon that you may have in your Active Abilities section.

        Remember, your powers have a connection to the hellmouth. You might feel tired if you do too many spells. Demons especially will notice this, they come from realms that let them have full access of their abilities before. Now, they are being drained by the hellmouth. They are now just like everyone else.

          Effect Spells last 1 turn longer than Active Effects;
          -----2 turns for Weak
          -----3 turns for Medium
          -----4 turns for Strong

          Sometimes humans will come across magical artifacts, that would be used in an action slot.
          You can buy pre made spells which have a set number of attacks you can use.


          Spells that inflict Damage;
          -----+2 for Weak
          -----+3 for Medium
          -----+4 for Strong

          Hexes & Conjuring Attacks; These have very tight rules, and are closed at this time.

            Tentative case by case basis, PM shop mule w/ plot ideas and we'll do our best to work with you!
            Talking about using a magic book with ingredients outside of battle to use a spell against another player. Such as making their hair fall out, give them boils. etc.



      Psychic Abilities
        Be creative, there can be a lot of things you can do to mess with someone's mind.
        Cannot be used by common humans Must pass Psychic Aptitude test.


            A majority of these are used to battle against your enemy's mind. Trick them into hearing things not there, up to thinking their own gun is turning against them. It depends on how strong your powers are, and what you excel at. Effect psychic abilities often last two turns longer than active effects.

            Remember, your powers have a connection to the hellmouth. You might feel tired if you do too many psychic attacks. Be careful; your mind might not recover if you push too far. We suggest you learn other battle tactics and not rely just on your psychic abilities.

            Psychic Damage Bonus:
              +2 on Weak Attacks
              +3 on Medium Attacks
              +4 on Strong Attacks



      Main / Rules of combat / Flee for your life / Level ups / Health / Specials
 

outlaw trinidy
Vice Captain

Adorable Lunatic


outlaw trinidy
Vice Captain

Adorable Lunatic

PostPosted: Thu Oct 12, 2017 2:40 am
" S H O W --DON'T--JUST--TELL!"
! Image heavy post !


        ---We've given you the run down; what dice you roll, what you need to successfully hit, and further explanation concerning unique abilities. That's great and all, but it helps to see how it works, instead of just being told the rough gist of it, right? In this post, we highlight the most recent battle/s so you get a clear understanding of how it works and what you're supposed to do.

        ---But what about battle stats, character abilities, and all that other miscellaneous information that needs to be in the first post? The one that tells you what your character can do, and what their opponent is capable of? And those default actions? You know, basic attacks and things that you can do in a battle roleplay without having specific character abilities approved? This post is also for those things too.



        ! ! wahmbulance L A T E S T --- B A T T L E wahmbulance ! !


        Mathias vs Zimraurin




          That First Post!

          Must contain the following!

            ◊ Names (or certs), of characters battling
            ◊ Link to the character journals
            ◊ Starting Hitpoints/LifePoints of both characters
            ◊ The agreed upon wager (if applicable)
            ◊ Respective Characters' Battle Stats
            ◊ Respective Characters' Approved Abilities (if applicable)
            ◊ List of Default Actions

          Seems like a lot, right? But having all that information in the first post sure comes in handy!

          To help you out, the first post should look something like this...


          User Image

          It has all of the required information for Mod's to view,
          as well as for your own use during the battle!

          (and a little extra nonsense, but only because InkH can be a sassy nerd)

          User Image

          And as you can see in the above and below image,
          the spoiler tag reveals the respective Battle Stats, and approved Character Abilities for Player 1...


          User Image

          ... and then Player 2!

          What are Battle Stats?
          Battle Stats is a list of what your character can do;
          what dice to use, what numbers they need to get for a successful roll, how much damage they can inflict, how long their effects last,
          as well as additional damage/effects they can cause if they have approved abilities or bonuses.

          User Image

          And at the very of the first post (as depicted above), is the list of default actions and the battle post code!



          Those Default Actions

            --- So... those default actions, do they have to be the same for every battle? Nope! Honestly, it'd get pretty boring if you only had "dip, dive, dodge, duck, and dodge", as the only actions available to you during each and every battle. So we decided to allow everyone to make things interesting, or at the very least... super, super awkward for your characters.

            --- First, we need to clarify what types of things qualify as 'default' actions; to put it simply, they are the physical movements that your character is capable of. They cannot be; magic or psychic ability of any kind. Nor can they be conveniently placed weapons or automobiles that just happened to be located near your chosen battlegrounds.

            --- The default action list can have as many or as few options as the players agree to have. These actions can be attacks that cause the other player damage, they can be actions that allow your character to flee the battle (and thereby escape further damage), they can be actions that cause effects (ie; you manage to spit in the other person's eye, or open mouth, they lose a turn while they cry in outrage and try to get the germs out), or they can just be actions that deeply unsettle the other character and don't inflict any damage at all. Instead making it fairly... weird, roleplay-wise.

              Examples of Default Attacks;

                - Punch
                - Kick
                - Knee them in the junk!
                - Pull their hair!
                - Slap them silly!



              Examples of Default Flee Actions;

                - RUN AWAY!!
                - Conveniently slink off into the nearby shrubbery
                - Point behind them and scream shrilly, when they turn to look, book it.
                - Start sobbing hysterically, then proceed to tell them your life story (in which they, run away)



              Examples of Default Effects;

                - Spit! (lose one turn!)
                - Gossip! (You start yapping a mile a minute, it's very unsettling, they lose one turn!)
                - Shriek like a banshee, for no apparent reason. (It attracts all the wrong sorts of attention, do they flee, or lose a turn?)



              Examples of Default Actions that only Effect RP;

                - Caress their cheek
                - Force them into the most uncomfortably close hug of their life
                - Ask a very personal, private question (if successful, they accidentally blurt out the answer, damnit!)
                - WE'RE GOING TO HOLD HANDS.
                - Prolonged eye contact
                - Bite your botom lip and pout at them
                - Stamp your foot at the unfairness of it all
                - Tell them they're pretty.



            --- As you can see, the possibilities and shenanigans are endless. The default actions can be as specific or vague as possible so long as; they do not involve psychic abilities, magic, or weapons of any kind, and all battling parties are in agreement on the list prior to battle.

            --- Endless, possibilities... emotion_awesome



          Battle Post Code!
          What is it, and what's in it?

            This self-contained mini-post is something that is required, to be at the top of each and every post made that employs the battle system. Meaning, every time you roll the dice to smack another player, this mini-post must be included and filled out! Wouldn't you hate it if the other player just did a series of successful rolls, and didn't tell you beforehand what the attacks are? We didn't think that would be very fair, so when you roll, the form must be filled out and posted the same time you roll the dice! The roleplay response can come later, or at the same time, that portion is entirely up to you!


            What it Contains;

              ◊ Your character's current LifePoints/HitPoints
              ◊ Effect; whether or not your character is under one!
              ◊ Attack/Action Name and it's strength level.
              ◊ Description of the Attack/Action
              ◊ Dice or RP influence
              ◊ Roll Success or Failure!
              ◊ Damage or Effect inflicted!


          User Image


          Okay, we see it, but what's the form mean, exactly?


          “Battle Stats”
          Life Points: (starting hp, strike through the previous number, and list the new current HP as battle progresses and your character takes damage!)
          Current Effect: (is your character under the influence of something, specify here)

            Action/Attack: (the name of the attack or action) : (is this an effect, attack, or other action? And how strong is it, weak, medium, strong?)

              This is where those descriptions we had you write up for 'Approved Abilities' come in handy. We had everyone try their best to be specific and clear when describing their unique attacks or skills so that their future battle-buddy would know how to in-character respond when confronted with it!

              Dice: Does it effect the other player's roll/attack ability? If yes, specify how!
              RP: Does it effect the other player's RP response? If yes, make sure your action/attack description explains how!


          Result: After your roll, edit this to bold, and highlight the success or failure!
          Inflicted: Here is where you tally up the total damage points
          that your character has inflicted on their oponent!
          OR, you tell the player how many turns their character
          will be under a specific effect.


          All color-text in the above quote-box is to clarify what each section means.
          If you have any questions or confusion about the form, please don't hesitate to ask!


          User Image


          Beneath the tag is an easy copy/paste form for all of your battling needs!
          [quote=“Battle Stats”][size=9][b]Life Points[/b]: (starting hp, strike thru and add in current HP as battle progresses)
          [b]Current Effect[/b]: (is your character under the influence of something, list here)
          [list]
          [b]Action/Attack[/b]: (the name of the attack or action) : (is this an effect, attack, or other action? And how strong is it?)

          [list]descrip of attack/action

          [b]Dice[/b]: Does it effect the other player's roll/attack ability
          [b]RP[/b]: Does it effect the other player's RP response[/list]
          [/list]
          [align=right][b]Result[/b]: Success/Failure (bold & color the result)
          [b]Inflicted[/b]: (total dmg number here, or number of turns the effect lasts for)[/size][/align][/quote]


 
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