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Tamashii Kami

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PostPosted: Sun Apr 10, 2011 4:54 pm


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Navigation

When entering a new area, a minimum of 4 non-combat, non-job related posts are needed before one can move to another location.


Through Safe Zones


As their names may suggest, these are safe areas for your character to stay. These are the major cities mentioned in the picture above. There will be humanoid NPCs listed in the first post of each thread should one wish to go looking for a fight.

The list will have a number attributed to each of the NPC. A roll or the generation of a random number will determine who the opponent will be. Instructions will be provided and the fight will be turned based with you role-playing as both the NPC and your character. The result of an exchange of blows will be determined by the number you roll per post. Instructions will be provided for each NPC.

Take note that items, spells and abilities that affect Accuracy/Dodge do not apply during these fights.

Victory: 5 EXP, a few coins depending on the NPC and maybe an item if you are lucky.

Defeat: Knock out, need 1 post of 150 words without gaining EXP/Coin to be able to do anything else. Will lose coins equivalent to what you would have won and 1 Lower Tier Item if in possession of any.

Challenging the Authorities


The city's ruler and its soldiers can be challenged without rolling any dice. They are much wealthier than their populace, but much stronger as well. Keep in mind that defeating them may be bring you good loot, it comes with its own share of trouble.


Against Soldier or Guards

Victory:
-Obtain 10 EXP, a non-magical weapon that will need to be approved by the Crew if lucky and 5 Coins.
-Obtain the status of Wanted Criminal. The city is no longer a Safe-Zone. Every post would then require a roll that includes Soldier, Humanoid NPC and Ruler.

Defeat: Knocked Out
-Jailed for 4 posts where one cannot gain any EXP/Coins. Each post is 150 words long. Lost 20% of one's coins and 1 Lower Tier Item if in possession of any.


Against Mayor
Victory:
-Obtain 20 EXP, a magical weapon that will need to be approved by the Crew and 15 Coins.
-Obtain the status of Wanted Criminal. The city is no longer a Safe-Zone. Every post would then require a roll that includes Soldier, Humanoid NPC and Ruler.
-Bounty placed on your head. Every 15 posts will have an NPC Bounty Hunter trying to attack you. In effect until 5 of them have been killed.

Defeat: Knocked Out
-Jailed for 8 posts where one cannot gain any EXP/Coins. Each post is 150 words long. Lose 50% of one's coins and an Item.



PvP

It is against most city rules to fight in its streets. As such, should a fight between to OC's reach 3 posts per parties involved, 1 city guard for each party involved will be summoned to put a stop to it.

By then, OC's will have the choice to
1) Let them know that it is a spar and no killing will occur. This will make them allow the fight to continue, but they will stay to make good on your promise. Should you go back on your word, all the guards will then attack you.

2) Keep on fighting while dealing with the guards. This would imply that every turn, your OC will be attacked by the other OC and one of the guards, letting it turn into a 2vs1 fight. Only possible if all parties agree on it.

3)Kill the guards off before resuming your fight. This will allow you some reprieve from NPC for 5 posts each before Soldiers are involved and you are placed on a Wanted list, turning the city into a Unsafe Zone for your character.

4)Attempt to Escape and resume the fight elsewhere, out of the city.

Keep in mind that for every Soldier and Guard defeated, you do get the usual EXP, Coin and Item reward.



Through Unsafe Zones


A post made in every Unsafe Zone need to have a number generated between 1 and 10. Depending on the number obtained, your OC may need to fight for survival.

Here's a general breakdown of what may potentially happen:

  • 1 to 3: are mobs and battle is required. A list of mob with assigned numbers (1,2 and 3) will be provided in the first post of every thread along with their HP and Damage. Instructions will be provided as how to fight them. You will be role-playing as both your character and the mob and the damage dealt and outcome of a round of blows will be based on the 6D dice you will have to roll. Escape is an option, but is not guaranteed, see below. Gives 5 EXP
  • 4: is a Boss type mob. Similar instructions will be provided. Gives 15 EXP
  • 5-6: is an indigenous species that can be dealt as you see fit. Breeders may attempt to tame them otherwise, you may count it as a non-battle post and heal.
  • 7: Humanoid NPC as opponent. Tricky part about them is that they can heal themselves and are more prone to running away, leaving you with no exp. However, should you defeat them, you may get some loot or coins. (Still in the process of being dealt with, please be patient) Instructions will be provided. Take note that a 8D needs to be rolled for these Humanoid opponents. Gives 5 EXP, some Coins and an Item if lucky.
  • 8 to 10, nothing. Non-Combat Post.



Defeat
When your HP hits 0.

Against Mob:
Knocked out, have to make 1 post of 150 words without gaining EXP and Coins to reawaken with 10 HP
Against Humanoid NPC: Knocked out, have to make 1 post of 100 words without gaining EXP and Coins to reawaken with 10 HP, Lose 5 coins and 1 Lower tier Item
Against Boss: Knocked out, have to make 2 post of 150 words without gaining EXP and Coins to reawaken with 10 HP


Take note that items, spells and abilities that affect Accuracy/Dodge do not apply during these fights.


Escape
The content of the spoiler is no longer relevant, it belongs to the old system.

One's chances of a successful escape is based on the mob's remaining HP.
Keep in mind that attempting to escape till take 1 turn.

  • [100%-75%[: Generate a number from 1 to 30, if it is between 1 and 4 inclusively, escape is successful.

  • [75%-50%[: Generate a number from 1 to 20, if it's between 1 and 5 inclusively, escape is successful.

  • [50%-25%[: Generate a number from 1 to 10, if it is between 1 and 5 inclusively, escape is successful.

  • [25%-0%]: Escape is 100% successful.


These only affect your OC so it is highly likely that you successfully run away while your companions are stuck fighting it.

Some opponents may have abilities that affect these escape rates!

Auto-Run is now allowed. One may roll for a RE and Auto-Run it in the same post, but it will count as a Combat Post. Auto-run can be done halfway through the fight as well, but OC's will get nothing should they flee.
PostPosted: Fri Nov 15, 2013 11:25 am


Navigation Central

Navigating through the Multiverse requires both the appropriate skills and knowledge in order to avoid certain death. With that in mind, Navigation Central seeks to help remedy this problem by giving clear directions between areas, as well as advisement on borders and inhabitants. It should also be known that unmarked regions lie in between regions on the border, combining aspects of both regions, this working to any adjacent area (diagonal and sides). They are called Unsafe Zones, and have little information to be told about other than they are commonly dangerous.

The following are Safe Zones and are usually major city with some form of law enforcement and governance to ensure that visitors will not encounter danger at every turn of a corner.


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Paradise is the most accessible region, due to safely held borders and friendly population in the main town. North is Koroniaa.

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Koroniaa lies northward of Paradise, with the swamps of Swauna to the West and Usank to the North.

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Swauna is less habitable to most races than Koroniaa to the East, but the Bullywug usually help anyone who becomes lost and few are dumb enough to go to deep into the dangerous waters. North- through the brush, if you make it, you emerge into the marshes of -Kralg.

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Kralg is dangerous, with large populations of Trolls recently coming out of the ground in retaliation to the snake people, Nagas. The Minotaurs here are quite civilized compared to their other brethren, and will provided temporary sanctuary if needed. North- is often difficult to make into from Kralg, but will lead into the Bone Plains of -Mourneu. East- is relatively safe, however, and leads into the carefully held area of -Usank. The swamps of the South lead to Swauna.

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Mourneu is one of the largest regions while remaining one of the most underdeveloped due to the Bonewalker presence. Still, occasionally people will be forced into pasting through the area, heading North into Casimir's borders, safely held by the colony of Nekos there. East is Usank, through a heavily forested border commonly patrolled by Nicatal to protect their land.

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Usank is as safe as jungles get, this ones tall trees and relatively safe floor roamed by Nicatal, some feral, some tribal enough to barter in trade for protection or advice on avoiding the unruly packs. The even less known Jumi have begun to be sighted again, though wither this is true or not waits to be proven. North- exits into the shore areas and into -Cerac's waters. South is Koroniaa. If you can make it through the barricades, Riunacca lies in the East.

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Casimir is beginning to come under control with the Nekos effort put into restoring water, putting out field fires, and restoring the skeleton of the ancient castle walls and floors in hopes of one day rebuilding it entirely. Until then their small village is the only settlement, the whispered about Raised inaccessible to anyone, at least yet. South is Mourneu, but safer yet is traveling East to Cerac, through the sandy fields that lead into the shored area.

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Cerac is north past the beginning jungles of Usank in the South. Casimir to the West some say will one day become further burdened by the encroaching sands, but until then stays a separate for the most part. A resort city is being planned by unknown powers, and until then the underwater kingdom is the only place inhabited here. Further East- is the hellish landscape of -Bolg, and North- is a vastly cut off area (due to the ocean) of -Eitchabolda.

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Bolg is commonly referred to as "Hell", and the landscape does little to betray that title. Caution is advised to any traveling through here of the sudden sandstorms, as well as the Harpie nests and 'monster' sightings. Many bodies wind up dead or missing after these storms. Back West is Cerac and more stable sands; South is Riunacca, but if you can bare the storms Caran is in the East.

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Riunacca is known as the Dwarven Kingdom, the fort-city inside this great crevice the only civilization for miles around and generally hospitable to visitors. The only way in, however is through Usank to the West's tightly controlled borders held by the Nicatal to keep out Lizardmen, or, Bolg to the North, a vast region of sand and exposed rock a death trap full of sinkholes and sparsely populated by Lizardmen who have begun to live on the surface.

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Caran is a hub of activity in the middle of wastes, with Bolg to the West, and nothing else but ruined cities eroded to fields of debris anywhere else. Caran is often one of the most carefully controlled cities, though this only applies to darker creatures that may be in connection with the rise of Nightmare and Darkness seen in the alleys. Humans are well-advised to head to the administrative building upon arrival, as the streets can seem labyrinthine to newcomers.

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Duana Vairden is the only place absolutely self-sufficient, peaceful, and beautiful even compared to the many regions of developmental collapse. It is only accessible to those invited, to past avatars & avatars alike, and Avartnatic who are believed to be born here. It has no borders but endless plains.

Feiyimei

Invisible Gawker

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