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Godly P i s t o l
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PostPosted: Tue May 26, 2015 12:03 pm


Character Classes


Soldier: Students that engage in combat alongside Helpers on the Frontline

Helper: Students that do not engage in combat but are often on the Frontline alongside the Soldier. They often help out the squad with any non-combat tasks, such as cooking, scouting, carrying ammunition, traps, ally boosts. etc.

Personnel: Students that are not on the Frontline and hold positions in the base.





PostPosted: Tue May 26, 2015 12:05 pm


Character Path

There are 5 Character Paths. Each Character Path is unique and allows one to obtain skills that will help them survive. It is possible to learn skills from all Paths but it is highly recommended to stick with one path.

User Image
Path - Helper

The " Helper Path " is recommended for those who will not participate in Combat. These characters are more likely to hold occupations that benefit the Academy such as Doctors, Drivers, Technicians, Chefs, etc. Some are even capable of learning techniques that can help fighters on the battlefield such as Buffs, Traps, and Healing.


Available Perks:














======================================================
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Path - Pilot

The " Pilot Path " is recommended for those who will use Mecha and other Pilot-able Machinery. Not all Pilots participate in combat, as they can also be Helpers. There are three known Tiers within Pilots however everyone must start at Tier One. Mecha are large hunks of humanoid or animal-like Machines that are used for Combat.

Tier One: 8ft-15ft.
Tier Two: 16ft-35ft.
Tier Three: 36ft-60ft

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Path - Gōsuto

The " Gōsuto Path " is recommended for those who do not use weapons but their own bodies for combat. Unlike the other Paths, users are by far tougher than the others despite all being at the same risk. Their physical attributes are double to triple that of other paths. For example: One may possess extraordinary strength while another will have extraordinary speed and/or quickness.


Available Perks:














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Path - Wielder

The " Wielder Path " are for those who use projectile or melee weapons. They are 2nd to Gōsuto in physical attributes.










More Details coming soon...



======================================================
User Image
Path - Horudā

The " Gōsuto Path " is recommended for those who do not use weapons but their own bodies for combat. Unlike the other Paths, users are by far tougher than the others despite all being at the same risk. Their physical attributes are double to triple that of other paths. For example: One may possess extraordinary strength while another will have extraordinary speed and/or quickness.


Available Perks:
























Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
  • Signature Look 250
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Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
  • Signature Look 250
  • Forum Sophomore 300
  • Dressed Up 200
PostPosted: Tue May 26, 2015 12:06 pm


Fight Guide:



• Health - Health - Health is the life-line of your Character. As long as it's full, then you're character is alive and conscious. The Base health for starting characters is 800, but once it reaches 0, battling is a no-no. Battling once is 0 will only make their condition worse. Character's will die once their health reaches negative half of their base [ For example: Base is 1800, Death is -900]. Eating, resting, sleeping, being healed, and defeating another character will help regain your health. However, overexerting your character while within the healing process will ultimately cause your health to decrease back to it's low state.

Eating: Recover 20%
Resting: Recover 30%
Sleeping: Recover 45%
Defeating Character: 70%


• Armor - Armor - Armor is the classical way of keeping your base health safe while protecting you at the same time. Think of it as an extra layer of health until it completely depletes. Once it's depleted, it will break, and your base health will then be in danger of lowering. Certain armors can't protect you against Non-physical Attacks.

• Energy - This helps your character use different techniques and abilities they have. For each attack, a certain amount of energy must be used, and the more put in, the more damage there is. Techniques, however, have a minimum amount of energy that could be used. The Base Energy for starting characters is 800, to match the Base Health. It can be regained just like Health.

Eating: Recover 20%
Resting: Recover 30%
Sleeping: Recover 45%
Defeating Character: 70%


• Dodge - Dodging is a gift, but a limited one. In every battle, you are only allowed 2 free dodges. However, after using these 2 free dodges, you have to pay half the amount of energy used in the oncoming technique in order to dodge it. For example, if the user of the technique uses 100 Energy Points, you must pay 50 in order to dodge the attack. This goes for every technique used in the battle after using 2 free dodges. However, this does not work for Finishers.

• Block - Blocking is much different from dodging. When you block, you take half the damage put in. To take less damage, add in a bit of energy into your block to counter the damage. You have to remember, however, that the amount of energy put in is the same number of damage that will be taken from the halved damage. Make sure to be wise about what you block, and how much energy you put into a block as well. With each block, you will take more damage.

• Counter - This is pretty self-explanatory. Counters are done when in battle and can be used right after an attack is made where an opening is obvious. This can lead to auto-hitting, but do not abuse the auto-hit safe-zone we have given you for countering. One auto-hit for every counter made, but don't abuse countering either. The other person must be able to take the attack fairly as well. If it isn't taken fairly, when it was obvious that an opening was made for you, then a penalty could be given to them. However, if you counter abusively, then you will get a penalty. With enough penalties, you will be pulled out from the battle and the other person will be named the victor by default.

• Perk Pool - This is a unique skill that is exclusive to just that character. Every character starts off with one. Once you get stronger, you will earn more perks. Everything 3 wins made in battle will earn you another perk. Do not go taking perks that are all extremely strong. Take ones that are related to your character's fighting style. Appealing for perks you feel we've missed is also allowed. Custom perks must be talked to with the Captain of the guild.

• Penalty - Penalties are given by the Captain [if no other mods are present], or 2 or more other mods that feel you have broken a rule or more or overstepped your limitations. Penalties can be given at any time, especially during battles, no matter if they are spotted later than they were presented. Penalties can be a range of different loses, such as losing health points, spiritual energy, or privileges. When you get a penalty, the victim in the matter will gain something in return, like health or energy, or anything else that would be deemed fair. We can not give Penalties just because, however, so when a penalty is established, other mods will view it in order to see if it is fair and legit. If you feel as if the penalty given is overdoing it, you can appeal for a Penalty Rejection. Don't abuse this option, for all penalties can't be made for no reason. This rule is only made to show fairness within the guild and fights within the RP.

• Auto-hitting - Auto-hitting - This is the biggest penalty that could be available. Mentioned before, you should never auto-hit someone unless their is a good reason for auto-hitting, like if they are unaware that they are being attacked first. Depending on the move, however, they can block, so don't randomly auto-hit someone when they aren't paying attention. The only times auto-hitting will be allowed is when using counters, the opponent is unconscious, they are trapped with little space to move, or when they are unable to dodge due to previous battle damage. These are your Auto-hit safe zones.


======================================================================================================================

• Hand-to-Hand Combat - Hand-to-Hand Combat - Hand-to-hand combat is self explanatory. You attack without any weapons in hand. Energy is used for physical attacks, and the minimum amount you can use for a physical attack is 5 Energy points. Despite this, you can add on as much energy as you would like, making the physical attacks stronger depending on how much you use. Using this also means that Combos can be involved, which means added punches and kicks into the attack. For example:

If you were to attack with a Punch, which is equal to [5 EP], then that would be equal to 5 HP Damage. If you were to use a combo, then it would be something like a Punch with [9 EP] + two kick with [8 EP & 7 EP] would = 24 HP Damage. This goes for any other number of combos you can think of.


• Techniques - As stated before, Techniques require energy. They do not have a limit to how much energy can be used in one attack, however. These techniques vary between characters, so the power of them and the number of EP used for one will differ. Each technique, will cause a certain amount of damage, but will have a limit to how much they can be used and how large they are. Techniques that can trap opponents must have a limit to them too. For example:

If one technique is a Dark Energy ball, the least it will go out to is at least 50 meters or something. If it costs [50 EP] to use, then it will cause the same amount of Health Damage. If it's a trap, called Water Trap or something similar, then it will trap an opponent for at least 1 post. It can exceed up to 3 posts. Techniques can have any desired effects, though they must be reasonable.


• Gadgets - Items that can be used in battle are like techniques and each gadget needs to be loaded with a certain amount of Energy points. It has the same law as everything else, depending on the amount of of EP used, it equals to the amount of Damage given. Some Gadgets, however, have additional uses, which means that each can have an extended battle damage for a number of posts or can trap an opponent for a certain number of posts. For Example:

A grenade with [35 EP] will cause 35 HP Damage. A fire grenade, which in most video games have a longer damage period, will be, let's say [40 EP] which will cause 40 HP Damage, but can cause, let's say, 5 additional HP Damage for 3 additional posts max. Something like a Bear Trap will need [70 EP] and cause 70 HP Damage, but can trap an opponent for 1 post max.


• Melee Weapons - Like Hand-to-hand Combat, but with weapons, you can add energy to each strike and technique and each one will cause equal amount of HP Damage depending on how much EP is put into it. For example:

One slash could be [30 EP], and cause 30 HP Damage, and so on and so forth for other strikes and techniques.


• Projectile Weapons - This works a bit differently then the others before it. Depending on what is used, a certain amount of bullets are used for each post or so. Depending on the total EP put into it, each bullet is given the divided result for each bullet. For example:

If a Shotgun fires 3 shot for [60 EP], then each bullet will cause 20 HP Damage. Another type of gun, like a Semi-Automatic Sniper Rifle fires 2 shots for [120 EP], then each bullet will cause 60 HP Damage.


======================================================================================================================

• Offense - Techniques, Weapons and Gadgets of this category are used to destroy obstacles, and objects, and to cause damage to others.

• Defense - Techniques and Gadgets that protect, cancel, and negate incoming damage and to keep you safe as long as they are used.

• Trap - Techniques, Weapons and Gadgets of this category are used to immobilize and or trap opponents, objects, and others things.

• Buff - Techniques and Gadgets of this category are used to boost the performance of an ally, weapon, power or the user itself.

• Finisher - This is usually a Technique or Weapon that have the minimum Energy Amount of 300. These things are usually to finish off an opponent completely or to be used when at the bring of defeat or death.

======================================================================================================================


PostPosted: Tue May 26, 2015 12:07 pm



Perk Pool:

• Enhanced Accuracy - Negates opponents Free Dodges.

• Enhanced Agility - 2 Free Dodges

• Enhanced Athleticism - Extra 5-Hit Combos

• Enhanced Awareness - Ability to detect minor details, false information, problems, danger, and opponents.

• Supernatural Balance - Difficult to knock down, regains balance in seconds, immune to disorientation and adjusts to gravity. Near perfect balance at all times (minus being severely injured)

• Enhanced Combat - 2x Damage for Physical Attacks, Extra 10-Hit Combo, 1/2 Damage taken from physical attacks

• Enhance Endurance - When health hits 1/4th mark, character regains 1/4th health

• Enhanced Flexibility - User is able to bend and twist their body far beyond the normal limits of physiology, although still only from the joints. Their joints, muscles, tendons and physiology in general is modified to allow the user to perform near-boneless looking contortions without stress or damage and stay in any position they choose as long they need without effort or strain.

• Enhanced Reflexes - 2 Free Dodges

• Enhanced Speed - 3 Free Dodges

• Enhanced Stamina - Character can convert Energy into Health, or Health into Energy.

• Enhanced Strength - 2x Damage Physical Attacks

• Contaminant Immunity - The user is immune to some, if not all, known poisons, toxins, venom, viruses, bacteria, radiation, etc. Senses cannot be altered.

• Supernatural Accuracy - Negates opponents Free Dodges.

• Supernatural Agility - 2 Free Dodges

• Supernatural Athleticism - Extra 5-Hit Combos

• Supernatural Awareness - Ability to detect minor details, false information, problems, danger, opponents, and immune to illusions and mind based techniques.

• Supernatural Balance - Difficult to knock down, regains balance in seconds, immune to disorientation and adjusts to gravity. Near perfect balance at all times (minus being severely injured)

• Supernatural Combat - 2x Damage for Physical Attacks (Technique or Combo), Extra 10-Hit Combo, 1/2 Damage taken from physical attacks

• Supernatural Dexterity - Ability to counter Combos 3x

• Supernatural Durability - Strong Block, allows character to block 2 attacks without taking damage.

• Supernatural Endurance - When health hits 1/4th mark, character regains 1/4th health

• Enhanced Flexibility - User is able to bend and twist their body far beyond the normal limits of physiology, although still only from the joints. Their joints, muscles, tendons and physiology in general is modified to allow the user to perform near-boneless looking contortions without stress or damage and stay in any position they choose as long they need without effort or strain.

• Supernatural Leap - Character can jump long distances and over buildings. 3x Damage using kick attacks or combos

• Supernatural Reflexes - 2 Free Dodges

• Supernatural Regeneration - Character can heal the damage caused by an attack x2.

• Supernatural Self-Preservation - Character is immune to Trap Techniques, and/or plans. Can escape Trap Finishers 1/3 faster than others.

• Supernatural Senses - User senses of sight, taste, hearing, touch, and smell are glaringly, obviously and super/unnaturally more acute than their race. They can see kilometers away, see the faintest distinctions/track things too fast for the natural eye, hear through dense walls perfectly, listen to a sweat drop from someones face in another room, smell anything over vast distances, able to smell individual molecules/atoms, conceptual forces and even immaterial beings/entities, taste the smallest details; to the extent of molecular distinguish, and feel the slightest vibration in the air and ground.

• Supernatural Speed - 3 Free Dodges

• Flight - Ability to fly

• Supernatural Stamina - Character can convert Energy into Health, or Health into Energy.

• Supernatural Strength - 3x Damage Physical Attacks



Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
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Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
  • Signature Look 250
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PostPosted: Tue May 26, 2015 12:08 pm


[align=center][imgright]malformed url[/imgright]


[b][size=24]P[/size][size=14]ersonal[/size] [size=24]I[/size][size=14]nformation[/size][/b][size=11]
--------------------------------------------------------------------------------
[color=insertcolorhere][b]Full Name:[/b][/color] (Name)
[color=insertcolorhere][b]Name Pronounced:[/b][/color] (Example: Tetsu - [Tet-sue], Hatori - [Ha-tour-e])
[color=insertcolorhere][b]Nickname(s):[/b][/color] (Name(s) given by others or self.)
[color=insertcolorhere][b]Age:[/b][/color] (Age)
[color=insertcolorhere][b]Appearance Age:[/b][/color] (Age Range)
[color=insertcolorhere][b]Birthday:[/b][/color] (MM/DD)
[color=insertcolorhere][b]Character Species:[/b][/color] (Human, Alien, Android, Cyborg, Hybrid)
[color=insertcolorhere][b]Gender:[/b][/color] (Male, Female, Other)
[color=insertcolorhere][b]Sexuality:[/b][/color] (Sexuality)
[color=insertcolorhere][b]Voice:[/b][/color] (Character Name or link)
[color=insertcolorhere][b]Character Path:[/b][/color] (Pilot, Helper, Wielder, Gōsuto)


[color=insertcolorhere][b]Measurements:[/b][/color] (Height - Weight)
[color=insertcolorhere][b]Wingspan:[/b][/color] (Wingspan)
[color=insertcolorhere][b]Body Build:[/b][/color] (Body Type)
[color=insertcolorhere][b]Body Build:[/b][/color] (Body Type)
[color=insertcolorhere][b]Iris Color:[/b][/color] (Eye Color)
[color=insertcolorhere][b]Hair Color:[/b][/color] (Hair Color)
[color=insertcolorhere][b]Skin Tone:[/b][/color] (Skin Color)
[color=insertcolorhere][b]Tattoos/Scars:[/b][/color] (Description of Tattoos and/or scars)
[color=insertcolorhere][b]Physical Qualities:[/b][/color] (Pros of Physical State)
[color=insertcolorhere][b]Physical Flaws:[/b][/color] (Cons of Physical State)


[color=insertcolorhere][b]Room Number:[/b][/color] (Room Number of character)
[color=insertcolorhere][b]Occupation:[/b][/color] (What you work as)
[color=insertcolorhere][b]Hobbies:[/b][/color] (Hobbies)
[color=insertcolorhere][b]Character Path:[/b][/color] (Pilot, Gōsuto, Helper, Wielder)
[color=insertcolorhere][b]Goals:[/b][/color] (Overall Goals)
[color=insertcolorhere][b]Personality:[/b][/color] (Personality)
[color=insertcolorhere][b]Biography:[/b][/color] (Bio, leading up to Modern Day)
[color=insertcolorhere][b]Mental Qualities:[/b][/color] (Pros of their Mental State)
[color=insertcolorhere][b]Mental Flaws:[/b][/color] (Cons of their Mental State)


[color=insertcolorhere][b]Anime Character Comparison:[/b][/color] (What Anime Character are they mostly like? For Example: Are they flamboyant like Naruto, Calm like Itachi? Goofy like Goku)
[color=insertcolorhere][b]Theme Song:[/b][/color] (Theme Song)

__________________________________________ [/size]

[size=11][b]Prologue:[/b]

[b]Chapter One:[/b]

[b]Chapter Two:[/b]

[b]Chapter Three:[/b]

[b]Chapter Four:[/b]

[b]Chapter Five:[/b]

[b]Chapter Six:[/b]

[b]Chapter Seven:[/b]

[b]Chapter Eight:[/b]

[b]Chapter Nine:[/b]

[b]Chapter Ten:[/b]


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━


[b]Allies:[/b]








[b]Enemies:[/b]








[b]Family:[/b]







[b]Relationships:[/b]







[/size][/align]
PostPosted: Tue May 26, 2015 12:09 pm


[align=center]
[size=24][u][i]Combat Records[/i][/u][/size]

[img]malformed url[/img]

[size=11]
[b]Primary Combat Source:[/b] [Mecha Pilot: Name and Description of your Mecha. Mecha Magic Type: Fire, Gold, Poison, Light, Hell Fire, Magic, Summoning, etc.] [Wielder: Type of Magic and Weapon: Fire, Gold, Poison, Light, Hell Fire, Magic, Summoning, etc.] [Gōsuto: Name of Fighting Style. Magic Type: Fire, Gold, Poison, Light, Hell Fire, Magic, Summoning, etc.]
[b]Rank:[/b] [Determined by Captain]
[b]Base Health:[/b] 800
[b]Base Energy:[/b] 800
[b]Record:[/b] 0 - 0 - 0 [W - L - D]

[b]Perk Pool:[/b] [Choose One Perk. As you go on, you will earn more.]



[b]List of Techniques:[/b] [Can start with 5, Label them Offensive, Defensive, Buff, Trap, etc.]

Example

• Tiger Claws [Offense]
Minimum SE: 50
Description:
Effects: (If there is any)
Cool-down: (Number of posts in between each use.)

































[b]List of Inventory:[/b] [Can start with 5, Label them Offensive, Defensive, Buff, Trap, etc.]

Example:
• Ramen Bowl [Buff]
Description:
Effects: Recover 30% Health
Amount: x5
















[b]List of Finishers:[/b] [Must start with 1]






━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━[/align][/size]


[size=24]Once you are finish, Quote a Crew Member in the Acceptance Forum. We are trying to keep your profiles clean and not add anything into it. Once you are accepted, we will place a check next to your profile[/size]

Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
  • Signature Look 250
  • Forum Sophomore 300
  • Dressed Up 200

Godly P i s t o l
Captain

Versatile Sex Symbol

7,900 Points
  • Signature Look 250
  • Forum Sophomore 300
  • Dressed Up 200
PostPosted: Tue May 26, 2015 12:11 pm


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