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[INFO] Starting Guide: Battle Systems

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Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Mon Nov 04, 2019 5:45 pm


Battle System:


So you come to learn how to battle, due to play style there are a few different ones to choose from. Events will be inclusive despite what system is chosen.

You may make a Lite and/or Normal battle profile.
With people using different battle profiles Lite Battle profile will win since it is fast and easy to make from a Normal profile or to use an alternate system.

General Range

Max:
Child: Average Room size
Teen: Average House size
Adult: City block size
Elder City size(at max. Use discretion as it may affects more than the battle. Please ask mods if it is to have a heavy affect)



Power Creation:

If you need to check back on Lite power creation(How to Set up a Journal) it is here Here



Lite Battle System: Simple attacks and defense with a handful of charges(number of times that can be used) as a limit.

Damage and defense is decided by a dice roll, every round is one attack and one defense. (In depth system in the next post)



Normal System and Normal System Power Template:
More complex and more dice but can also be used for diceless.

Powers can be descriptive and so can limits. There are no charges here so limits are very important to keep things fair. Hp is the limit.

Each stage(teen, adult,elder) has its own set of hp and attacking dice. You attack, defend and move once each round until hp reaches 0. (In depth system in the next post)


Template:

Normal Power Template
This is the other option for people who want a more advance battle system with no charges and only hp as the limit. Useful for diceless battles

Once finish just pass it by the mods. Normal can only battle other people using Normal.

Template:

[1b] Normal Power Profile:

Quote:
  • Name of Power:
  • Element:
  • Relation to Item/Race: If item is a campfire and the power is fire...
  • Active or Passive: Are they a passive power/Aura(on all the time) or do they need to be activated.
  • Description of Power:
    (Growth: Description can change with growth. Start with small spark (toddler), small hand flame(child), campfire(adult), Bonfire size (adult) and at elder a city wide fire storm). Powers can be also modified for other jobs just as long as in this case..it is still a fire.

  • Weapon: Yes/No (If yes, description of the weapon created with this skill)

  • Limits: Add any limits that you want, Mods may recommend more or less limits if they consider a power to strong/weak. Default limit for many is " As long as has Hp" (to indicate as long as the character is active in battle)

    Powers with special Limits:

    These are restrictions on certain powers and how they are used in this system.

    If you don't find a limit for a power you want listed here, just write up the power normally with a limit you decide on, mods will check to see if it works.

    Default limit for many is " As long as has Hp" (to indicate as long as the character had health to continue). Limit: Hp


    • AoE(Area of Effect skill/ Affecting everyone around you):

      -Lasts 1 round or is case by case
      - Each AoE can only be used twice per battle
      -Friendly fire(attack allies/heals enemies, etc)
      -May be part of another power, If limitations are in question the one with more limitations wins(or ask mod)

    • Barriers:
      Power does not require to say it is a barrier but if used as a barrier this applies.

      - Child: 10 hp, Teen:20hp, Adult: 30hp, Elder: 50hp
      -Barrier take full damage if hit, until it goes down.
      -Can only use barrier twice per battle for each skill that has a barrier form.
      -Can only protect someone/s for max 4 rounds or until runs out of hp
      -Generally can not attack through a barrier but will be on case to case bases.


    • Bind:

      -Can only hold someone for 4 round.


    • Buffs(Raising Damage)
      As everyone now has a buff ability any extra buffs are limited to racial. No buff abilities can be created in the main or subpower skill.


    • Cleanse/Dispel:

      -Can get rid of permanent/semi-permanent effects.
      Ex: a skill that temporary raises another character's hp, A skill that temporarily lowers hp, etc

      -Contest roll(between both skills, even if it had already been casted) . Highest roll wins.(Soulbound weapons exempted)


    • Creation Abilities:

      Max:
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of a cruise liner.
      (Depending on the power, creations can continue to exist past the use of the power and maybe used to attack or defend but are then considered like Summons. Check Summons below)

      -Can only be used 2 times per battle.

      - They are not considered a second character and will use up the Summoner's attack or defense slot instead.

      -Barrier Limitations: Barrier limitations are used if the creation is used like a shield.

      -Summon Limitations: Summon limitations are use is the creation is used like a second being(No matter many how many are created they are considered one).



    • Command:

      Power versus Defense or Comparison roll. The highest roll wins.

      Order must be within reason.

      People with mental resistance may contest roll for every round

      Ending a command:
      -Max four rounds. (( if command isn't completed first)
      -When command is completed (If done before 4 rounds finish)


    • Darkness/Shadow elements:

      Both are considered the same unless limits of power make adjustment for it.


    • Dimension Jumping(Alternate/Parallel ):


      -Can not be used in battle to escape.
      -All other dimensions are parallel or alternate dimensions of Metamorphosis Sanctuary .
      -Two living doubles can not exist in the same dimension without causing excruciating pain to each other until one dies. Spirit double and living double in the same world has no problems. So no visiting your double.
      -Any items being transferred from world to world must be confirmed by mods.
      -Common knowledge may be different between worlds so if creating an alternate version, pass it by the owners.
      (Will be restricted if abused)



    • Dimension(Pocket, Miniature, Hammer space):


      Creation of dimensions or pocket dimensions are on case by case bases in how they affect battle or when/how they are used.


    • DoT(Damage over Time):

      Considered a normal powered attack, can be rped as it takes a while but all damage is taken in that round.


    • Double attacks:

      -Double attacks can be rped as as a double attack but there is no double damage. The other player can also play their defense as double as well but can not roll double defense.
      ( In short double attacks/defense are not allowed, mechanically. However, they can be rped that way. )

    • Duration:
      Duration are usually a max of about four rounds. Less is fine but if you wish more ask a mod.

    • Elemental Form:
      - Only elders and Nymphs can turn into a full elemental form. Partial transformations are fine at lower levels.
      -Will be restricted if abused


    • Hacking:

      Contest roll for a tech based meta trying to hack another tech based meta.
      The highest roll wins.

      Hacking a security system works differently and must meet a threshold number instead: Thresholds

      -Commands must be within reason
      -Max 4 rounds. (( if this is reached first before task completed)
      -Or task completed if there are no other requirements. (If this is reached first before 4 rounds are up)


    • Healing:

      -Can only bring in a max of 2 healing skill into battle, even if the character may have more. (Exception: Healing AoE may be used twice. Will heal enemy as well)

      - Each skill can only be used once per battle to heal.

      - Healing a KO player does not bring them back into battle. They are considered out of play even if they wake up.

      -Healing below elder can not regrow limbs in other people


    • Invincibility
      (Restricted Power)
      -Heavy limits.
      -Case by Case

    • Invisibility

      -Max 4 rounds


    • Locking/Nullify Powers:

      Contest roll
      People with Resistance to this may contest roll every round.

      -Can only nullify/lock one specific power for 4 rounds


    • Lowering Max Hp:

      Temporarily(for the battle) lowers the max hp, so even if healed it can not go above a certain amount. Only one skill of this type allowed per character.

      Lower Hp by:
      Child: 5
      Teen: 10
      Adult: 20
      Elder:30

      -Lasts for 4 rounds
      -Can only be used once on each character per battle
      -Only one skill of this type allowed per character.
      -Can not stack


    • Multiple Elements:


      One powered attack may have multiple elements attack at the same time. Max of three elements and dependent on the attack being used.

      -If using as a basic attack use dice to choose one for the rest of the battle. (Will be restricted if abused)

      Ex: Storm Strike: Water, Wind and Electricity in one blast.



    • Multiple Powers:


      -One attack may cast different effects but will rely heavily on limits. Case by case (Will be restricted if abused)

    • Permanent:
      Technically a physical mutations that can still be used after having skills blocked as they do not require a power to activate and are always active. Ex: metal bones, poison saliva, etc.
      - On case by case bases.



    • Phase:


      -Can stay phased for 4 rounds or just long enough to avoid an attack
      -May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

      -Can not attack or affect reality
      -Semi visible during battle
      -Can not teleport out of battle
      -Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
      -can not move to Umbra without explicit limits during battle.


    • Pickpocket:

      -Contest roll
      -Only from a list of steal-able items in the character's profile, if none, then only with prior consent of the other player. .


    • Poison:

      -Not in use, look at DoT (Damage over time) instead.

      -If have a different application for poison other than Damage over time, feel free to create it in your powers.


    • Raising Dice
      Nope, none at all.


    • Raising Max HP

      Temporarily(for the battle) raises the max hp.

      -Does not heal damage just raised how much HP they may be healed for. -Only one skill of this type allowed per character.
      -No stacking
      -Lasts for 4 rounds
      -Can only be used once per character each battle.
      -If character is alive due to the extra life, instant KO when the ability deactivates
      -If healed up to max hp those hp points are lost.


      -Raises Max Hp by:
      Child: 5
      Teen: 10
      Adult: 20
      Elder:30


    • Raising Rounds

      -Can extend the duration of an ability for one more round but uses up the attack slot.

      -Max 2 times per battle.

    • Range

      Max:
      Child: Average Room size
      Teen: Average House size
      Adult: City block size
      Elder City size(at max. Use discretion as it may affects more than the battle. )


    • Reflect:

      Returns the damage

      -Person being reflected back on can defend when it is their turn.
      -If Reflect is use in defense/activated, it will take up both attack and defense, as it returns the damage.
      -Person who cast Reflect rolls to see how much it defends for once activated. Anything extra is damage that gets through before it is reflected
      -Reflect only lasts for one hit(magical or not) no matter the round it happens in. Can not stack.


    • Resurrection:

      Restricted power: Ask mods, needs a very heavy penalty. Try to find new penalties instead of using the same one as those already out.


    • Re-Rolls:

      Powers that allow re-rolls of dice are allowed. However they must be limited in quantity and only a max of two of the re-rolls can be used to change attack/defense value per battle, either for themselves or anyone else.


    • Shadow/Darkness elements:

      Both are considered the same unless limits of power make adjustment for it.


    • Sleep:

      People with Resistance may contest roll every round

      -Sleep for 4 rounds
      -wakes up if hit
      -wakes up if something is cast on them


    • Speaking To Gaia:
      Gaia: Goddess of Treterra
      [Restricted]
      -Must have permission from Broken_illumination


    • Stealing Hp:

      -If heals then it takes up a slot for a healing skill and can only be used once per battle.

      -If it doesn't heal then just treated as a normal attack. It can be defended against normally and doesn't bypass defenses.


    • Stealing/copy Powers:
      -Still Limited to the limit of those powers
      -If power stage is higher than their own then uses their own stage. (child copying an adult power...uses adult values and charge)
      -can not be used to bypass Healing limitations
      -lasts 3 rounds with an active borrowed skill.
      -will be restricted more if abused


    • Stun:
      -Stun lasts two rounds
      -Stun either makes opponent skip attack or movement
      -Stun can not make an opponent skip defense.
      -Stun can be negated if used more than three times on the same character.


    • Summons:

      -Only 1 summon can be active per player per round.
      -Can only be summoned a max of 2 times.
      -Hp: 30
      -Summons take up the Summoner's attack or defense skill slot when they attack or defend. They are not considered an extra character in terms of battle mechanics.
      -They may have a unique power(listed as part of their summon) or imitate their summoner's powers, that ability must also be confirmed. They do not give extra rounds on restricted skills as they are an extension of the summoner even if they may be sentient.


    • Super Strength

      Max:
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of cruise liner.


    • Telepathy:

      -Speaking mentally can bypass those with mental resistance, unless they actively block it(mental speaking does not do damage or allow for mind reading).


    • Teleporting:

      -Can not teleport out of the area during battle. At least not without multiple rounds to set up(4 rounds). Treat it as escape.


    • Time:

      (Restricted ability)
      -Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.
      -Can only freeze for one round per day.

    • Unique Powers:
      Basically anything not on this list, go for it. Mods will assist if it needs adjusting.

    • Quote:
      We reserve the right to make changes, add/take/restrict powers, and modify as needed. While we are not expecting to have to do this at all and are willing to work with players and their powers, previous abuse of loop holes have made this a requirement




  • Sub power 1: ("Non-combat" powers. Though they can be used as combat at the start of the player's first turn, once.

    Place Unknown if no power comes to mind. This can be fill in at a later date and passed by the mods again)

  • Active or Passive:
  • Limits:

  • Sub power 2:
  • Active or Passive:
  • Limits:

  • Sub power 3:
  • Active or Passive:
  • Limits:


(Now move on to [2] once done filling out all the powers for the stage )




*-------------------------------*

[2]Buffs:

All characters get a buff that they can use on one skill for the duration of the battle.

Buffs raise the value of an attack or defense. They do not take a attack or defense slot to activate but need to be said when they are activated on a skill.

  • Can only have a max of three buffs on a skill (a mixture of the buff power given to all characters plus any racials)


    Normal: (Different from Lite)

    Limits:
    -Three uses per battle, max. (Including buffing someone else)

    -Does not have to buff the same skill.

    -Lasts until end of turn.

    -Does not use up an attack or defense slot

    -Raised values:
    Child:+2
    Teen:+5
    Adult:+7
    Elder:+10


    *---------------------------------*

    [3]Racial powers:

    Just copy and paste the powers from the race your character is from. Hybrids can only have a max of 3 racial powers from the races they are comprised of. Racial Powers Here

    *----------------------------------*

    [4]Resistances!

    Using the growth chart above add as many resistances as fits that stage.

    Try to think of what would be ineffective against your Meta's item.
    Example: If your meta has a poison item and spits poison...then resistance against poison in general might be useful.

    Resistances helps in defense.

    Restrictions: Can not have resistance to "All physical, All magical attacks" on the same character


    Normal:
    Child: +1
    Teen: +3
    Adult: +7
    Elder: +10



    *----------------------------------*

    [5]Weaknesses!

    Using the growth chart above add as many weaknesses as fits that stage, more if you feel like it. They don't have to be other powers, one of Deskri's weaknesses is Brownies! (He loves them to death, you know.)

    Weaknesses lower defense, but are required.


    Normal:
    Child: -1
    Teen: -3
    Adult: -7
    Elder: -10



    Quote:
    Once done post here for confirmation.
    Power Confirmation



  • Alternate Battle Systems:

    When you just want to do a quick fight and don't care who wins, or need dice to decide an action?. (Uses the powers listed in the Normal or Lite profiles)

    • Diceless: No-dice(or almost none), just words. (The most common Rp format)

    • Comparison/Contest: Each person rolls a 1d20 dice... the one who rolls highest wins.

    • Contest and Damage: Each person rolls a 1d20.

      If the attacker wins the roll, their attack hits.

      The defender then rolls another 1d20 to see the amount of damage from the scale below.

      Scale:
      1:death or really serious damage, 2-5:very serious damage. 6-10: serious damage 11-15: Minor damage 16-19: a scratch 20: it hit but no damage (depends on situation).


    • Up to chance: Roll 1d20 to decide what might happen to your character using the same chart in (Contest and Damage)

    PostPosted: Mon Nov 04, 2019 11:49 pm


    Lite Battle System:

    Assuming powers have been created and confirmed by a mod. Lite and Normal are two different systems, they do not cross


    • All metas start with 50 Health points.

    • Every power has a charge, which indicts how many times you can use it in one battle. How many charges a characters has depends on age. (Some powers may have different charge number to keep things fair)

      Toddler: Do not join battle
      Child: 2 Charge
      Teen: 3 Charge
      Adult: 4 Charges
      Elder: 6 Charges

    • All metas roll 5d6 dice to attack, defend or do basic movements.


    • When using a charge to attack or defend: Add these numbers to the value you get after rolling a 5d6

      Toddler: Do not join battle
      Child: +1
      Teen: +3
      Adult: +7
      Elder: +10



    • Resistance: If the attack is something listed under character resistances add +5 to defense

      Weakness: If the attack is something listed under character weaknesses: Subtract -5 to defense.


      *------------------*
      Other Information

    • 1 attack and 1 defense action per character. Normal movement must be within reasonable radius.

    • If doing a basic attack,defense, throw at someone, don't add those numbers.

    • If being hit by a power your character has listed under Resistant: Add 5 to the defense value you get after rolling.

    • If being hit by a power your character has listed under Weakness, subtract 5 from defense value you get after rolling.

    • Only One subpower can be use at the start of the character's first turn in battle. They can not be used after that.

    • Passive powers that are listed under subpowers are always on but they do not directly affect an enemy, and if they do ..they gain charges.
      Example: Tracking someone by sense of smell

    • Powers can summon or be manipulated into a weapon. After charges are used up it can continue to exist but only use basic attack rolls, element still in effect.

    • Escape is running away for two rounds without taking damage. Can't attack but can defend.

    • Fighting with three or more than three people raises the hp for everyone to 100hp. If two or more characters are ganging up on one character, that character may turn their attack into a second defense. Escape will also take 4 rounds of no damage(any amount of damage will reset this ).

      *------------------------------*

    • Buffs(optional)



      All characters get a buff that they can use on one skill for the duration of the battle. This is not automatic, it is an optional buff that can be activated at any time, once, on almost any skill.

    • Buffs raise the value of an attack or defense. They do not take a attack or defense slot to activate but need to be said when they are activated on a skill, they stay on that skill for the entire battle and can't be moved.

    • Can only have a max of three buffs on a skill (a mixture of the buff power given to all characters plus any racials)

    • Buffs can only be gained from racials, optional buff(this), and in a very few instances grandfathered skills(Heavy limit) and the very rare new one with heavy limits.

      Lite:

      Limits:
      -Can be placed on almost any skill during battle.
      -Lasts until end of battle on chosen skill
      -Can not stack with another permanent buff.
      -Does not take an attack or defense slot to activate
      -Can not be used on someone else


      Values:
      Child: +1
      Teen: +1
      Adult:+2
      Elder:+3



      *------------------------------*

      Weapons: (Summoned: Extra Info)

      Each skill has the option to summon a weapon. Summoning a weapon does not take up a charge and does not take up an attack or defense slot if just being summoned.

      Weapons can persist even after all charges on that skill are used up, any attack with a weapon is considered a basic attack 5d6. Unless a charge is used to power up the weapon, the charge must come from the skill that allowed the weapon to be summoned in the first place.

      Weapons even in basic attack may have a tint of their element. So a flame sword while to weak might still burn. Shadow, light, water etc.


      *------------------------------*

      Power Restriction:
      Some powers and their restrictions. If a power you want is not listed here it is fine, just have limits on it.



    Quote:


    These are restrictions on certain powers and how they are used in this system.


    • AoE(Area of Effect skill/ Affecting everyone around you):
      -Lasts 1 round
      -Friendly fire (attack allies/heals enemies, etc)
      -Charge: (1/1) even if skill may have more charges,
      -may be combined with others skills but still only have one charge.


    • Barriers:
      Power does not require to say it is a barrier but if used as a barrier this applies.
      -Can only protect someone/s for one round.
      -Generally can not attack through a barrier but will be on case to case bases.

    • Bind:
      -Can only hold someone for one round.

    • Buffs(Raising Damage):
      As everyone now has a buff ability any extra buffs are limited to racial or are heavily limited. They still need to pass Mod agreement.

    • Cleanse/Dispel:
      -Can get rid of permanent/semi-permanent effects,
      -Highest roll wins.(Soulbound weapons exempted)

      Example of things that can be cleansed: Temporary Max Hp, Temporary lowered HP, etc

    • Creation Abilities:

      Max:
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of cruise liner.

      -Depending on the power, creations can continue to exist past the use of the power but can not be used to attack or defend. If attacked they disappear during battle

      -If used like a Barrier then Barrier limitations apply.
      -If used to summon a creature/being then Summon limitations apply.


    • Command:

      -The highest roll wins.
      - Command lasts 1 round.
      -Command must be within reason.


    • Darkness/Shadow elements:

      Both are considered the same unless limits of power make adjustment for it.


    • Dimension Jumping
      (Alternate/Parallel ):
      -Can not be used in battle to escape.

      -All other dimensions are parallel or alternate dimensions of Metamorphosis Sanctuary.

      -Two living doubles can not exist in the same dimension without causing excruciating pain to each other until one dies. Living double and spirit double are allowed without pain.

      -Any items being transferred from world to world must be confirmed by mods.

      -Common knowledge may be different between worlds so if creating an alternate version, pass it by the owners.
      (Will be restricted if abused)



    • Dimension
      (Pocket, Miniature space):
      -Creation of dimensions or pocket dimensions are on case by case bases in how they affect battle.


    • DoT(Damage over Time):
      -Considered a normal attack, can be rped as it takes a while but all damage is taken in that round.

    • Double attacks:
      -Double attacks can be rped but there is no double damage. The other player can also play their defense as double as well but there is no actual double defense.
      ( In short double attacks/defense are not allowed, mechanically, but they can be rped that way. Exception: Escape during group battle. )

    • Duration:
      Duration are usually a max of 1 maybe 2 rounds. Less is fine but if you wish more ask a mod.

    • Elemental Form:
      - Only elders and Nymphs can turn into a full elemental form. Partial transformations are fine at lower levels.
      -Uses up charge to attack or defend.
      -Once charges run out, up to player if transforms back or not. Basic attacks of that element if they stay in that form.


    • Hacking:
      -Contest roll or power vs defense when a tech based meta tries to hack another tech based meta.
      -The highest roll wins.
      -Only used for one round. Within reason
      -Hacking computer systems must pass a threshold number instead: Thresholds

    • Healing:
      -Can only bring in a max of two healing skill into battle, even if the character may have more.
      -Charge: (1/1)
      -Can not be recharged.
      -Healing a KO player does not bring them back into battle. They are considered out of play even if they wake up.
      -Healing below elder can not regrow limbs in other people.


    • Invincibility
      (Restricted Power)
      -Heavy limits
      -Case by Case

    • Invisibility
      -Lasts for 1 round.


      Locking/nullifying Powers:

      -Can only lock/nullify one specific power for two round.(counting the round it was cast)
      -Contest roll

    • Lowering Max Hp:
      -Temporarily(for the battle) lowers the max hp, so even if healed it can not go above a certain amount.
      -Charge (1/1)
      -Only one skill of this type allowed per character.
      -Can only be used once on each character per battle
      -Can not stack

      Lower Hp by:
      Child: 3
      Teen: 4
      Adult: 5
      Elder:10


    • Multiple Elements:
      -One powered attack may have multiple elements at the same time.
      -Max of three and dependent on the attack being used.
      -If using as a basic attack use dice to choose one for the rest of the battle. (Will be restricted if abused)

      Ex: Storm Strike: Elements: Water, Wind and Electricity.


    • Multiple Powers:
      -One attack may cast different effects but will rely heavily on limits.
      (Will be restricted if abused)

    • Permanent:
      Technically a physical mutations that can still be used after having skills blocked as they do not require a power to activate and are always active. Ex: metal bones, poison saliva, etc.
      - On case by case bases.


    • Phase:

      -Avoid attacks until end of round.(Solidifies)
      -May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
      -During battle they are semi visible
      -Can not attack or affect reality
      -Can not teleport out of battle
      -Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
      -Can not move to Umbra without explicit limits during battle.

    • Pickpocket:

      -Contest roll.
      -Only from a list of steal-able items in the character's profile, if none, then only with prior consent of the other player. .


    • Poison:
      -Not used for official system, look at DoT (Damage over time) instead.

      If have a different application for poison other than Damage over time, feel free to create it in your powers .

    • Raising Dice
      No, none at all.

    • Raising Max HP
      Temporarily(for the battle) raises the max hp.

      -Charge (1/1) per battle.
      -Only one skill of this type allowed per character.
      -Once per character per battle
      -No stacking
      -If character is alive due to the extra life, instant KO when the ability deactivates
      -If healed up to max hp those hp points are lost when the skill ends.

      -Raise Max Hp by:
      Child: 3
      Teen: 4
      Adult: 5
      Elder:10


    • Raising Rounds
      -Can extend the duration of an ability for one more round but uses up the attack slot.

    • Range

      Max:
      Child: Average Room size
      Teen: Average House size
      Adult: City block size
      Elder City size(at max. Use discretion as it may affects more than the battle. )


    • Recharging Charges:
      -Can only have one ability that recharges other charges.
      -Can not recharge past max.
      -Charge (2/2) per battle.
      -Uses up the attack or defense slot.
      -Recharge only charges up one charge, not max charge.

    • Reflect:
      Returns the damage sent at them.

      -Person being reflected back on can defend when it is their turn.

      -If Reflect is use is activated, it will take up both attack and defense, as it returns the damage.

      -Person who cast Reflect rolls to see how much it defends for once activated. Anything extra is damage that gets through before it is reflected

      -Reflect only lasts for one hit(magical or not) no matter the round it happens in.

      -Can not stack.

      -Reflect can stay on a person,unused, for 2 rounds before it fades


    • Resurrection:
      -Restricted power: Ask mods, needs a very heavy penalty. Try to find new penalties instead of using the same one as those already out.

    • Re-Rolls:
      Powers that allow re-rolls of dice are allowed.

      -The max re-rolls that can be used to change attack/defense value per battle, either for themselves or anyone else is in the chart below.

      Re-rolls for
      Child:1
      Teen: 1
      Adult: 2
      Elder: 2

      -Will be restricted if abused


    • Shadow/Darkness elements:

      Both are considered the same unless limits of power make adjustment for it.

    • Sleep:
      -Sleep for 1 round or if hit.

    • Speaking To Gaia:
      Gaia: Goddess of Treterra
      [Restricted]
      -Must have permission from Broken_illumination

    • Stamina Regeneration(Old system):
      -Viewed as healing, look above at healing or Recharging Charges

    • Stealing Charges:
      -Stealing a charge does not recharge a charge, just steals it from someone else and the energy is lost. (Must use recharging charge limitations if wants to use the charge)
      -Only one ability of this type per person.
      -Requires a contest roll.
      -Will be restricted if abused

    • Stealing Hp:

      -If heals then it takes up a slot for a healing skill and can only be used once per battle.

      -If it doesn't heal then just treated as a normal attack. It can be defended against normally and doesn't bypass defenses.


    • Stealing/copy Powers:
      -Still Limited to the limit of those powers
      -If power stage is higher than their own then uses their own stage. (child copying an adult power...uses adult values and charge)
      -can not be used to bypass Healing limitations
      -lasts one round.
      -will be restricted more if abused

    • Stun:
      -Stun can only last for one round
      -Stun either makes opponent skip attack or movement
      -Stun can not make an opponent skip defense.
      -Charge: 3


    • Summons:
      -Only 1 summons can be active per player per round.
      -They can only be used for 1 round to attack or defend and uses up the summoner's attack or defense slot.
      -They may have a unique power that is used when summoned, that ability must also have confirmation.
      -Depending on the power, summons can continue to exist past the use of the power but can not be used to attack or defend


    • Super Strength Or Speed:
      -Considered a power. Even when out of charges and dice is lowered to basic 5d6 it is still assumed is using super strength/speed is active and only exhaustion is setting in making them weaker/slower.

      Max(With charge):
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of cruise liner.

    • Telepathy:

      -Speaking mentally can bypass those with mental resistance, unless they actively block it(speaking mentally does no damage nor allows for mind reading).

    • Time:
      (Restricted ability)
      - Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.
      -Can only freeze for one round per day.

    • Transformations:
      Until end of battle or unless shifts again.(Limited by charges)

    • Unique Powers:
      Basically anything not on this list, go for it. Mods will assist if it needs adjusting.



    Quote:
    We reserve the right to make changes, add/take/restrict powers, and modify as needed. While we are not expecting to have to do this at all and are willing to work with players and their powers, previous abuse of loop holes have made this a requirement




    Midnightspirit
    Vice Captain

    Computerized Lightbringer


    Midnightspirit
    Vice Captain

    Computerized Lightbringer

    PostPosted: Tue Nov 05, 2019 12:45 am


    Normal Battle System

    Assuming powers have been created and confirmed by a mod. Lite and Normal are two different systems, they do not cross


    • Starting health depends on age
      Child: 30 Hp
      Teen: 50hp
      Adult: 70hp
      Elder:100hp

    • Every round each character can attack, defend and move once.

    • All powers have some kind of limit, even if it is just Hp, to indicate as long as they are not knocked out they can continue to use that power. Limit: HP

    • The duration of most powers,without taking limits into account, is four rounds unless confirmed differently.

    • Dice used for attacking, defending , Resistance and Weakness(5d6).
      Child:3d6
      Teen: 5d6
      Adult:7d6
      Elder:10d6
      Basic attack/defense/action: 5d6


    • If being hit by a power your character has listed under Resistance:
      Add these values to what you get after rolling the dice for your age.Even if using a power . (testing)
      Child: +3
      Teen: +5
      Adult: +7
      Elder: +10

    • If a non-magi adult human has resistance to something, they roll a 7d6, otherwise 5d6. Non-magi adult humans may also roll 7d6 on skills listed (instead of power profile). Ex: Carpentry, tracking, sniping, martial arts. (will be restricted if abused)

    • If being hit by a power your character has listed under Weakness: Subtract these values from what you get after rolling 5d6(if not using a power to defend, otherwise subtract it from the defense power roll). (testing)
      Child: +3
      Teen: +5
      Adult: +7
      Elder: +10

    • Can only have a max of three buffs on a skill (a mixture of the buff power given to all characters plus racials)

    • Only One subpower can be use at the start of a character's first turn of battle. They can not be used later.

    • Passive powers that are listed under subpowers are always on but they usually do not directly affect an enemy and if they do they must do a comparison roll. Each side rolls 1d20 and whoever is higher gains the upper hand. Roll each time it is used.

      Example: Tracking someone by sense of smell

    • Summoned beings use the character's attack or defense slot to attack or defend.

    • Escape is running away for four rounds without taking damage. Can't attack but can defend.



    Power Restrictions:

    Quote:

    Power Restrictions:


    These are restrictions on certain powers and how they are used in this system.

    If you don't find a limit for a power you want listed here, just write up the power normally with a limit you decide on, mods will check to see if it works.

    Default limit for many is " As long as has Hp" (to indicate as long as the character had health to continue). Limit: Hp




    • AoE(Area of Effect skill/ Affecting everyone around you):

      -Lasts 1 round or is case by case
      - Each AoE can only be used twice per battle
      -Friendly fire(attack allies/heals enemies, etc)
      -May be combined with others skills

    • Barriers:
      Power does not require to say it is a barrier but if used as a barrier this applies.

      - Child: 10 hp, Teen:20hp, Adult: 30hp, Elder: 50hp
      -Barrier take full damage if hit, until it goes down.
      -Can only use barrier twice per battle for each skill that has a barrier form.
      -Can only protect someone/s for max 4 rounds or until runs out of hp
      -Generally can not attack through a barrier but will be on case to case bases.


    • Bind:

      -Can only hold someone for 4 round.


    • Buffs(Raising Damage)

      As everyone now has a buff ability any extra buffs are limited to racial or are heavily limited. They still need to pass Mod agreement.


    • Cleanse/Dispel:

      -Can get rid of permanent/semi-permanent effects.
      Ex: a skill that temporary raises another character's hp, A skill that temporarily lowers hp, etc

      -Contest roll(between both skills, even if it had already been casted) . Highest roll wins.(Soulbound weapons exempted)


    • Creation Abilities:

      Max:
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of a cruise liner.
      (Depending on the power, creations can continue to exist past the use of the power and maybe used to attack or defend but are then considered like Summons. Check Summons below)

      -Can only be used 2 times per battle.

      - They are not considered a second character and will use up the Summoner's attack or defense slot instead.

      -Barrier Limitations: Barrier limitations are used if the creation is used like a shield.

      -Summon Limitations: Summon limitations are use is the creation is used like a second being(No matter many how many are created they are considered one).



    • Command:

      Power versus Defense or Comparison roll. The highest roll wins.

      Order must be within reason.

      People with mental resistance may contest roll for every round

      Ending a command:
      -Max four rounds. (( if command isn't completed first)
      -When command is completed (If done before 4 rounds finish)


    • Darkness/Shadow elements:

      Both are considered the same unless limits of power make adjustment for it.


    • Dimension Jumping(Alternate/Parallel ):


      -Can not be used in battle to escape.
      -All other dimensions are parallel or alternate dimensions of Metamorphosis Sanctuary .
      -Two living doubles can not exist in the same dimension without causing excruciating pain to each other until one dies. Spirit double and living double in the same world has no problems. So no visiting your double.
      -Any items being transferred from world to world must be confirmed by mods.
      -Common knowledge may be different between worlds so if creating an alternate version, pass it by the owners.
      (Will be restricted if abused)



    • Dimension(Pocket, Miniature, Hammer space):


      Creation of dimensions or pocket dimensions are on case by case bases in how they affect battle or when/how they are used.


    • DoT(Damage over Time):

      Considered a normal attack, can be rped as it takes a while but all damage is taken in that round.


    • Double attacks:

      -Double attacks can be rped as as a double attack but there is no double damage. The other player can also play their defense as double as well but can not roll double defense.
      ( In short double attacks/defense are not allowed, mechanically. However, they can be rped that way. )

    • Duration:
      Duration are usually a max of about four rounds. Less is fine but if you wish more ask a mod.

    • Elemental Form:
      - Only elders and Nymphs can turn into a full elemental form. Partial transformations are fine at lower levels.
      -Will be restricted if abused


    • Hacking:

      Contest roll for a tech based meta trying to hack another tech based meta.
      The highest roll wins.

      Hacking a security system works differently and must meet a threshold number instead: Thresholds

      -Commands must be within reason
      -Max 4 rounds. (( if this is reached first before task completed)
      -Or task completed if there are no other requirements. (If this is reached first before 4 rounds are up)


    • Healing:

      -Can only bring in a max of 2 healing skill into battle, even if the character may have more. (Exception: Healing AoE may be used twice. Will heal enemy as well)

      - Each skill can only be used once per battle to heal.

      - Healing a KO player does not bring them back into battle. They are considered out of play even if they wake up.

      -Healing below elder can not regrow limbs in other people


    • Invincibility
      (Restricted Power)
      -Heavy limits.
      -Case by Case

    • Invisibility

      -Max 4 rounds


    • Locking/Nullify Powers:

      Contest roll
      People with Resistance to this may contest roll every round.

      -Can only nullify/lock one specific power for 4 rounds


    • Lowering Max Hp:

      Temporarily(for the battle) lowers the max hp, so even if healed it can not go above a certain amount. Only one skill of this type allowed per character.

      Lower Hp by:
      Child: 5
      Teen: 10
      Adult: 20
      Elder:30

      -Lasts for 4 rounds
      -Can only be used once on each character per battle
      -Only one skill of this type allowed per character.
      -Can not stack


    • Multiple Elements:


      One powered attack may have multiple elements attack at the same time. Max of three elements and dependent on the attack being used.

      -If using as a basic attack use dice to choose one for the rest of the battle. (Will be restricted if abused)

      Ex: Storm Strike: Water, Wind and Electricity in one blast.



    • Multiple Powers In One:


      -One attack may cast different effects but will rely heavily on limits. Case by case (Will be restricted if abused)

    • Permanent:
      Technically a physical mutations that can still be used after having skills blocked as they do not require a power to activate and are always active. Ex: metal bones, poison saliva, etc.
      - On case by case bases.



    • Phase:


      -Can stay phased for 4 rounds or just long enough to avoid an attack
      -May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

      -Can not attack or affect reality
      -Semi visible during battle
      -Can not teleport out of battle
      -Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
      -can not move to Umbra without explicit limits during battle.


    • Pickpocket:

      -Contest roll
      -Only from a list of steal-able items in the character's profile, if none, then only with prior consent of the other player. .


    • Poison:

      -Not in use, look at DoT (Damage over time) instead.

      -If have a different application for poison other than Damage over time, feel free to create it in your powers.


    • Raising Dice
      Nope, none at all.


    • Raising Max HP

      Temporarily(for the battle) raises the max hp.

      -Does not heal damage just raised how much HP they may be healed for. -Only one skill of this type allowed per character.
      -No stacking
      -Lasts for 4 rounds
      -Can only be used once per character each battle.
      -If character is alive due to the extra life, instant KO when the ability deactivates
      -If healed up to max hp those hp points are lost.


      -Raises Max Hp by:
      Child: 5
      Teen: 10
      Adult: 20
      Elder:30


    • Raising Rounds

      -Can extend the duration of an ability for one more round but uses up the attack slot.

      -Max 2 times per battle.

    • Range

      Max:
      Child: Average Room size
      Teen: Average House size
      Adult: City block size
      Elder City size(at max. Use discretion as it may affects more than the battle. )


    • Reflect:

      Returns the damage

      -Person being reflected back on can defend when it is their turn.
      -If Reflect is use in defense/activated, it will take up both attack and defense, as it returns the damage.
      -Person who cast Reflect rolls to see how much it defends for once activated. Anything extra is damage that gets through before it is reflected
      -Reflect only lasts for one hit(magical or not) no matter the round it happens in. Can not stack.


    • Resurrection:

      Restricted power: Ask mods, needs a very heavy penalty. Try to find new penalties instead of using the same one as those already out.


    • Re-Rolls:

      Powers that allow re-rolls of dice are allowed. However they must be limited in quantity and only a max of two of the re-rolls can be used to change attack/defense value per battle, either for themselves or anyone else.


    • Shadow/Darkness elements:

      Both are considered the same unless limits of power make adjustment for it.


    • Sleep:

      People with Resistance may contest roll every round

      -Sleep for 4 rounds
      -wakes up if hit
      -wakes up if something is casted on them


    • Speaking To Gaia:
      Gaia: Goddess of Treterra
      [Restricted]
      -Must have permission from Broken_illumination


    • Stealing Hp:

      -If heals then it takes up a slot for a healing skill and can only be used once per battle.

      -If it doesn't heal then just treated as a normal attack. It can be defended against normally and doesn't bypass defenses.


    • Stealing/Copying Powers:
      -Still Limited to the limit of those powers
      -If power stage is higher than their own then uses their own stage. (child copying an adult power...uses adult values and charge)
      -can not be used to bypass Healing limitations
      -lasts 3 rounds with an active borrowed skill.
      -will be restricted more if abused

    • Stun:
      -Stun lasts two rounds
      -Stun either makes opponent skip attack or movement
      -Stun can not make an opponent skip defense.
      -Stun can be negated if used more than three times on the same character.


    • Summons:

      -Only 1 summon can be active per player per round.
      -Can only be summoned a max of 2 times.
      -Hp: 30
      -Summons take up the Summoner's attack or defense skill slot when they attack or defend. They are not considered an extra character in terms of battle mechanics.
      -They may have a unique power(listed as part of their summon) or imitate their summoner's powers, that ability must also be confirmed. They do not give extra rounds on restricted skills as they are an extension of the summoner even if they may be sentient.


    • Super Strength

      Max:
      Child: Size of a dog.
      Teen: Size of a horse.
      Adult: Size of a car.
      Elder: Size of cruise liner.


    • Telepathy:

      -Speaking mentally can bypass those with mental resistance, unless they actively block it(mental speaking does not do damage or allow for mind reading).


    • Teleporting:

      -Can not teleport out of the area during battle. At least not without multiple rounds to set up(4 rounds). Treat it as escape.


    • Time:

      (Restricted ability)
      -Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.
      -Can only freeze for one round per day.

    • Unique Powers:
      Basically anything not on this list, go for it. Mods will assist if it needs adjusting.

    • Quote:
      We reserve the right to make changes, add/take/restrict powers, and modify as needed. While we are not expecting to have to do this at all and are willing to work with players and their powers, previous abuse of loop holes have made this a requirement




    PostPosted: Tue Nov 19, 2019 10:49 pm


    Hacking (( Information for anyone playing a tech meta or hacker)

    *Dice change for basic

    This is one of the few places where basic rolls can be higher for a human since a human and meta hacker are on equal footing even if a computer meta might able able to do it faster and even in battle while a human can't.

    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 to be okayed. If learned during the course of the rp needs to receive an okay from broken_illumination to use +6 elder stat (will be added to store)

    Thresholds:
    Low security: 19
    Medium security: 28 Cell phone centers.
    High security: 32. Military, Haven, Police, Government, SIU
    Quote:
    (43 if using Normal system)
    -Six attempts per day, attempting more than this auto alerts the system being hacked.


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




    Security

    Security differ from place to place, these are of note.

    SIU:
    Military grade shielding against EMP around important electronics and defenses. Threshold: 33
    Security Personal in the area: Low-Medium
    High Security against hacking: Threshold: 32 (43 if using Normal system)

    Military bases:
    Military grade shielding against EMP around electronics and defenses. Threshold: 33
    Security Personal in the area: High
    High Security against hacking: Threshold: 32 (43 if using Normal system)

    Governments:
    Security Personal int he area: High
    Security against hacking: Threshold: 32 (43 if using Normal system)

    Renegades:
    High Security against hacking: Threshold 32
    Security Personal in the area: Depends on location
    High Security against tracing/phone: Threshold 32 (43 if using Normal system)

    Mafia:

    Haven Research Centers:
    High Security against hacking: Threshold 32 (43 if using Normal system)
    Security Personal in the area: High

    Teldnet Research Centers
    Military grade shielding against EMP around electronics and defenses. Threshold: 33
    Security Personal in the area: High
    High Security against hacking: Threshold: 32 (43 if using Normal system)

    ???
    Security personal: High
    High Security against Hacking: Threshold: 32 (43 if using Normal system)


    (security numbers are being tested)




    Weapons and Items


    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:29
    (43 if using Normal system)

    Characters wanting to overpower their collar need to roll an attack on or over 29 with the ability they want to use. If they reach 29 then that skill's full power is unleashed. They will have to re-roll and hit or pass 29 the next round again if they want to use the skill again. Each attempt takes charges/round.

    Tranquilizer Dart:(not a power, weapon)
    Sleep for that round if used in battle and 3d5 for damage.


    Guns:
    These are the normal none power variety. These are restricted to military and criminal elements with the occasional old type in a family or found on a battle field. They are not sold to civilians and can be confiscated if they are found by the police.
    Lite: 5d6
    Normal: 7d6 (due to causing more damage) - Only for 4 rounds. Two rounds to reload.

    Weapons:
    Any item that is formally recognized as a weapon. Ex: Sword, staff, bow , daggers, etc
    Lite: 5d6
    Normal:6d6 (due to causing more damage)

    Midnightspirit
    Vice Captain

    Computerized Lightbringer


    Midnightspirit
    Vice Captain

    Computerized Lightbringer

    PostPosted: Tue Nov 19, 2019 10:51 pm


    Thanks:

    Nepsah: For pitching a system and testing
    Janine: For the original system used
    MidnightSpirit: For creating and modifying a new version with the old system and the suggested one.
    Broken_illumination: For the world, suggesting and testing.




    Changelog:

    (3/10/2020)
    Adjusted Buffs, combined effects, and AOE.
    Duration, range, adjusted creation size
    (7/5/2020)
    Clarified and moved normal system to battle system leaving Lite in power creation.
    (7/17/20)
    Added stun
    Reply
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