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Combat System

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Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Sun Jan 21, 2018 5:34 pm


The combat system is a tool, allowing for random chance to be thrown into a situation. Most world events that deal with fighting and a few private rps will utilize it while others might not.

Now the fighting system itself.



Movement:


These are the max amount of movements allowed during your turn.

A: Normal power-based movement: 1 attack, 1 defense and 1 basic movement
or
B: Double movement(basic only): Use two basic movements(kick, punch, etc) at the expense of the other two movements.
(Ex: Run, double kick or flying all out)

Quote:
Example: Daliah sent a punch coated in fire(attack) flying toward
her opponent before raising her light based
shield(defense) and backing away. (basic movement)

Example(double movement): : Lien double punched Ni.(Two basic attacks. No defense or movement)


Walking/Running: How much you moved by the end of your turn. Powers can boost these values. ( Flying: continual flying without obstacles and without being hindered/attacked. Other wise start from first round again )

Number values under spoiler

Toddler: 5ft [Running: 10ft] [Flying: First round: 10ft, Second round: 15ft, Third round: 20ft ]
Child: 15ft [Running: 30ft] [Flying: First round: 30ft Second round: 35ft Third round: 60ft]
Teen: 20ft [Running: 40ft] [Flying: First round: 40ft Second round: 45ft Third round: 80ft]
Adult: 30ft [Running: 60ft] [Flying: First round: 60ft Second round:65ft Third round: 120ft]
Elder: 40ft [Running: 80ft] [Flying: First round: 80ft Second round: 85ft Third round: 160ft ]


Health Points: (Max HP)


Child: 50
Teen: 75
Adult:100
Elder:150

-KO(Knock out): Hp reaches 0. Knocked out for the rest of the fight even if healed.
( Death is possible but it is up to the owner of the character. Default is knocked out)

Stamina:(Max Stamina)


Toddler: 16
Child: 48
Teen: 80
Adult: 112
Elder: 160

-Exhaustion: Once stamina hits 0 no magical based powers can be used(except some built-in passives: ex: metal skeleton)…. Hope your character knows a weapon or martial art otherwise slap fights are always fun.

Rounds:

Rounds means that once everyone posts, it starts again with the first person who posted.

One round=6 seconds have passed
PostPosted: Tue Mar 06, 2018 10:24 pm


How To Use Stamina, HP and Defense


Attack:


Stamina:
Attacks are subtracted from stamina.

Quote:
Ex: A level 10 flame blast reduces 10 points from stamina.
Lower Level attacks can be used.


Basic attack: punch, kick, anything that does not use
powers does not subtract stamina.

Basic attack uses a 5d6 dice. Basic attack can be used if no power based attack was used that turn.

Damage

Make a new post in the rolling thread Here.

1:Click the "Roll dice" action under the "Post action" window at the bottom of the post.

2:Select Dice: It should always be 6
3:Number of Dice: Insert the attack level as the number
Quote:
Example: Level 7 will be inserted like: Number of dice: 7

A short hand version of the above is called 7d6 (Rolling 7, 6-sided dice)


4: Press post: The value that appears on the post is the damage you are dealing to someone else.

5: If you have a Buff(from your character power profile) add it to your attack number

6: Post that in your main rp post.
Quote:

Ex:
A: Normal:
Fireball: 17 ((damage being dealt))

B: With buff
Fireball: 17(from roll) +9(from buff)=26 damage ((being dealt))


Note:

Only two powers can be active at any one time, this includes weapons and armor.

Quote:
Ex:
Saia summons her weapon and attacks, she then summoned her armor for defense. During the next round she can't use a new skill until she takes down her weapon or her armor.(can be done in the same post as using the new skill)


Usage of Level 10 destruction/manipulation/defense skill must be passed by Broken_illumination if it deals with a populated/heavily built area(full range). Informing them anyways in a low or no population area might allow for future plots or new reports to be created.

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 01, 2018 12:39 am


Defense:


Stamina:
Defense powers are subtracted from stamina.

Quote:
Ex: A level 7 barrier reduces 7 points from stamina to set up. Then takes 3 stamina to keep up when not attacked (for more barrier information look at the bottom of this post.)

Ex: A level 3 Wind(to push something away) reduces 3 points from stamina.

Lower levels can be used.



Basic defense:block, parry, etc. Anything that
does not use powers does not subtract stamina.

Basic defense uses a 5d6 dice. Basic defense can be used if no power based defense was used that turn.


Evading: Is considered defending.



Defending
Make a new post in the rolling thread Here.

1:Click the "Roll dice" action under the "Post action" window at the bottom of the post.

2:Select Dice: It should always be 6
3:Number of Dice: Insert the level of the power as the number
Quote:
Example: Level 7 will be inserted like: Number of dice: 7

A short hand version of the above is called 7d6 (Rolling 7, 6 sided dice)



4:Press post: The value that appears on the post is the defense.



5:If you have any Resistances or buffs(from your character profile), add those numbers to the value.

Quote:
Ex:
Alanna attacks for 30 flame
Lan: rolled 15 defense. He then adds 14 points from fire resistance raising the total to 29
30-29=1 damage. He takes 1 damage off his HP total.




6:Take the defense value you got from the roll and subtract the attack from it. Any attack points left over are subtracted from your HP value.

7:Is that attack a weakness?(weaknesses are listed in the character profile) Subtracts weakness numbers from defense along with the attack.

Quote:
Example:
Shir rolled a defense of 20
Char rolled an attack of 18 wind.
Shir has a weakness to wind (Weakness (5) from character profile ) subtract 5 points from defense. 15 defense points are left to defend against the 18 attack. 18(attack)-15(left over defense)=2 damage to Shir's hp

Taking 2 damage to Shir's HP.




8: Post the value in your main rp post.

Quote:

A: Normal
Defense: 20 -18(attack)= 2 left over defense (everything is blocked, no
damage)
Hp:100

B: Resistance/Buff or both
Defense: 15 +14(from resistance)=29
30(attack)-29(defense)=1
Hp: 100-1=99 hp

C: (Weakness)
Defense: 20 -5(from weakness)= 15 -18(from attack)= 2
Hp:100-2=98 hp


Barriers/Shields:
Attacks subtract from barrier HP

Barrier HP:
Toddler: 10
Child: 25
Teen: 40
Adult: 55
Elder: 75

If there was no attack on the barrier that round then subtracts 3 stamina points. If there was a attack on the barrier, don't subtract 3 points.

Barriers can only be raised two times per battle.


Note:

Only two powers can be active at any one time, this includes weapons and armor.


Quote:
Ex:
Saia summons her weapon and attacks, she then summoned her armor for defense. During the next round she can't use a new skill until she takes down her weapon or her armor(can be done in the same post as using the new skill).


Usage of Level 10 destruction/manipulation/defense skill must be passed by Broken_illumination if it deals with a populated/heavily built area(full range). Informing them anyways in a low or no population area might allow for future plots or new reports to be created.
PostPosted: Tue May 01, 2018 12:44 am


Definitions


Buff:

Buffs are a static value, they are added to specific defense/attack/etc powers when defending/attacking/etc. If the character has any buffs they are listed in the character's profile.

Buffs:
Static value:
Level 1. +3
Level 2. +4
Level 3. +5
Level 4. +6
Level 5. +7
Level 6. +8
Level 7. +9
Level 8. +10
Level 9. +11
Level 10. +12


Competing Rolls:



Competing happens when two characters roll to see who gains the upper hand, sometimes these can be part of defense. These rolls can be buffed by abilities or be part of abilities. Otherwise basic rolls are used.

Quote:

Ex 1: Two people grappling can roll to see who gains the upper hand.

Ex 2: Competing roll to see if someone sneaking is heard by npcs
etc.

Ex 3: Two hacker metas attempting to infiltrate and bring down each other's system. (This also falls into attack/defending )



The dice used depends on situation and powers, for all others basic 5d6 dice is usually used.

Duration of Powers:

For how many rounds a power can last. Dots(Damage over time), Poison, Commands, Sleep, etc.

Power Duration:

Level 1. 1 Round
Level 2. 2 Rounds
Level 3. 2 Rounds
Level 4. 3 Rounds
Level 5. 3 Rounds
Level 6. 4 Rounds
Level 7. 4 Rounds
Level 8. 5 Rounds
Level 9. 5 Rounds
Level 10. 6 Rounds



Fleeing:



-Fleeing takes three round, the character can not attack or be hit by an attack to successfully flee.



Non-Combat:



-Subpowers can be used as the first skill in a battle, for each person, since it is still considered non-combat. Powers still take stamina

-Subpowers can not be used again for the duration of the battle, even if a character hides.


Range(AoE)


Range(area of effect) of attacks/defensive powers

Range:
A Radius around your Meta where Damage or an Effect can happen. Ex. Fire Blast.

(Visual Comparison)
Level 1. 5ft (half way up the wall of a one story home)
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft(2 story building on its side)
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft( 4 story building on its side)
Level 8. 50ft
Level 9. 60ft
(Normal range) Level 10. 70ft (6 story building on its side)
-----------
(Max range) Level 10. 465.4 sq miles (size of a city). Requires permission from Broken_illumination if used inside a city or building.

Range: Line of Sight
A range within 'sight' that your Meta can attack up to. Ex. Fireball. This is during combat when most of the time it is a quick look.
( Visual Comparison)
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft (8 story building)
Level 6. 130ft
Level 7. 180ft (17 story building )
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft ( 36 story building, 1 city block away)


Resistance:

Resistance is a static value, it is added to your defense value when defending against incoming attacks to which they are listed as resistant in their profile.

Resistance Values:
Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17



Weakness:

Weakness are usually decided while in character creation but they can changed and added to as the character develops. This is a general values for weakness and how much is subtracted from defense if it applies.

Minor: 6
Light: 12
Moderate: 18
Serious: 24
Critical: 30+

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Sun May 27, 2018 11:01 pm


In-Game Scenario Questions :




Powers:



Command Abilities:


-How to end a command if it is successfully cast.

1. Command complete(can have leeway on interpretation)
2. Six rounds
3. The caster releases the command.

Power Duration(armor, weapons, etc):
- Some powers use stamina to come into being but then there is no set time for them to disappear. Powers always take stamina to maintain, these powers can take less than a point of upkeep a day so the stamina cost is considered negligible most of the time.

However, if a power-blocking ability/device is placed on the character then powers such as armor, weapons, manifestations, etc are neutralized, unless the character can over-power the ability(defense)/device(collars,etc).

Elders:


Summons:
Sentient creations: Illusions that act on their own or imitate the summoner, powers controlled or hijacked by the subconscious, or actual creatures from other places with a mind of their own(npc), etc. These beings are considered a second entity and therefore have their own hp and movement set separate from the player.

Summons: General guide for Hp and dice(during combat).

Toddler: 10hp : 1d6
Child: 20hp :2d6
Teen: 30hp : 3d6
Adult: 40hp :4d6
Elder: 50hp : 5d6




Devices:


Collars:
Collars are made and used by research centers, bounty hunters, military, police, and some criminal elements. They are able to prevent the use of powers but they can be overpowered.

Threshold:34

Characters wanting to overpower their collar need to roll on or over 34 with the ability they want to use. If they reach 34 then that skill's full power is unleashed. They will have to re-roll and hit or pass 34 the next round again if they want to use the skill again. Each attempt takes stamina.


Hacking and Security


*Dice change for basic

This is one of the few places where basic rolls can be higher since a human and a meta hacker are on equal footing. A meta might be able to do it faster than a human but they are near equal.

If this is an ability that a human/true race has then it has to be describe in their profile prior to turning it in. If learned during the course of the rp, max is 7d6(ways to grow are still being figured out) . If learned prior, needs to receive an okay from broken_illumination to use 8-10d6.


Thresholds:

Low security: 19
Medium security:28 Cell phone centers.
High security: 34. Military, Haven, Police, Government, SIU

-Six attempts per day, attempting more than this auto alerts the system being hacked.

- Places where computer-based metas are connected might allow only 3 attempts before auto alert.

Weaponry:


In the world of Treterra, modern guns are rare and usually found within the military, police or some criminal organization. Very old style guns and weapons can still be found in sites of battle or pass down as heirlooms. Swords, bows, lances, and martial arts are common place. With the recent end of the great war many true races and humans teach the use of them.

-Dual weapons:(two swords, two guns etc): Considered just one attack, no double rolls.

-Normal guns(including rapid fire): 5d6







Research Center: Experiments:



Miscellaneous


City Block:
410 feet square
City population: 250,000-500,000 people
City: 465.4 sq miles
Metro City: 36 million people (Criel), Norcrest, Belosh )
Metro: 5,240 sq miles.
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Metamorphose Academy Starter Forum

 
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