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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

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Cute Things In Jars

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PostPosted: Sun Aug 28, 2011 10:35 pm


_Manpish_
Snuff that Muffin
@Pish: The speed is a deffinant no.
I like the idea of a neutral element...maybe you could focus around that.

@Fallen: Remove the fire control. You're already giving people increased ranks and a possible second element...other than that, it's good


Alright. how about i get rid of the speed increase and keep it at a +3 with a -1 to strength. then instead of the speed perk give them more Neutral element skills?


make it minus 2 str and you've got a deal
PostPosted: Sun Aug 28, 2011 10:45 pm


Snuff that Muffin
_Manpish_
Snuff that Muffin
@Pish: The speed is a deffinant no.
I like the idea of a neutral element...maybe you could focus around that.

@Fallen: Remove the fire control. You're already giving people increased ranks and a possible second element...other than that, it's good


Alright. how about i get rid of the speed increase and keep it at a +3 with a -1 to strength. then instead of the speed perk give them more Neutral element skills?


make it minus 2 str and you've got a deal

It is done. go ahead and look through it now that its revised and tell me what ya think.

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Cute Things In Jars

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PostPosted: Mon Aug 29, 2011 12:49 am


_Manpish_
Snuff that Muffin
_Manpish_
Snuff that Muffin
@Pish: The speed is a deffinant no.
I like the idea of a neutral element...maybe you could focus around that.

@Fallen: Remove the fire control. You're already giving people increased ranks and a possible second element...other than that, it's good


Alright. how about i get rid of the speed increase and keep it at a +3 with a -1 to strength. then instead of the speed perk give them more Neutral element skills?


make it minus 2 str and you've got a deal

It is done. go ahead and look through it now that its revised and tell me what ya think.


looks good to me
PostPosted: Tue Aug 30, 2011 4:41 am


I would like to input on it before it gets accepted, because it just makes no sense to me.


They fight for peace, but what gave them their magic? One guy was just like "Oh hey! I don't like fighting!" then he goes off all Buddha like and teaches himself a new COMBAT magic that represents neutrality.

Also, Neutrality and peace are far from the same thing. Peace would be on the extreme good spectrum, not the neutral spectrum.

Your skills completely defy the purpose of peace.
You have a move called neutral DESTROYER.
It is also extremely OP. It destroys s**t on a molecular level.......

Then you make skills that have nothing to do with this... Neutral element [Which would just be raw energy, BTW] by making moves that control gravity.


In short, nothing is thought out. They have no sense of purpose. Nothing has any reasoning behind it, let alone reasoning that makes any sense, and it's OP.

Not trying to insult anyone, but these didn't seem to be taken into account.

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Cute Things In Jars

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PostPosted: Tue Aug 30, 2011 11:38 am


A City Of Fools
I would like to input on it before it gets accepted, because it just makes no sense to me.


They fight for peace, but what gave them their magic? One guy was just like "Oh hey! I don't like fighting!" then he goes off all Buddha like and teaches himself a new COMBAT magic that represents neutrality.

Also, Neutrality and peace are far from the same thing. Peace would be on the extreme good spectrum, not the neutral spectrum.

Your skills completely defy the purpose of peace.
You have a move called neutral DESTROYER.
It is also extremely OP. It destroys s**t on a molecular level.......

Then you make skills that have nothing to do with this... Neutral element [Which would just be raw energy, BTW] by making moves that control gravity.


In short, nothing is thought out. They have no sense of purpose. Nothing has any reasoning behind it, let alone reasoning that makes any sense, and it's OP.

Not trying to insult anyone, but these didn't seem to be taken into account.


yes, it's a little OP....but you know, when 90% of the stuff one sees is OP, I say doing this just gives the normal guys a fighting chance.
PostPosted: Tue Aug 30, 2011 12:37 pm


Okay. I don't care that I'm not crew. This needs to be said. Giving people more OP powers to try and balance out other OP powers is bullshit and a completely backwards way to problem solve. The point of having an established system and rules for combat is so that peoPle will not RP in this regard. Granted some people have op powers. Instead of allowing others to do the same we need to REGULATE other abilities to insure this doesn't get out of control. You give everyone OP powers and we're back in Axiom and ruining this guild. I will be THAT GUY and report any permitted OP powers to Isis and Jackie if this continues unabated. No apologies. I won't watch Rykros fall prey to a bunch of munching.

Ferregar


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PostPosted: Tue Aug 30, 2011 1:01 pm


Ferregar
Okay. I don't care that I'm not crew. This needs to be said. Giving people more OP powers to try and balance out other OP powers is bullshit and a completely backwards way to problem solve. The point of having an established system and rules for combat is so that peoPle will not RP in this regard. Granted some people have op powers. Instead of allowing others to do the same we need to REGULATE other abilities to insure this doesn't get out of control. You give everyone OP powers and we're back in Axiom and ruining this guild. I will be THAT GUY and report any permitted OP powers to Isis and Jackie if this continues unabated. No apologies. I won't watch Rykros fall prey to a bunch of munching.


Agreed.

@Beth: You skipped almost all of what I said and looked at the one and only review of a skill..... You missed the entire main point.
PostPosted: Tue Aug 30, 2011 2:04 pm


I-x Fallen Hero x-I
Flame Runners

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-History-
Thriving in the flames war, the Flame Runners are a notorious group of mercenaries centered in the Devil's Eye Desert. Throughout history, the Flame Runner's had appeared in numerous war's between nations and even rivaling factions. However, the organization had been disbanded years ago after the death of it's leader.

Now lead under Darius J Fitz, these flame-wielding fighters have returned. Their purpose has also changed from helping in wars to being the imperial defenders of the Devil's Eye Desert. But some mercenary properties have been kept in order to raise money for the organization and the nation.

-Description-
Upon induction into the organization, the recruit is given a needle with a strange biotic in it. Once it is injected, they will have access to the skills and style of the Faction.

-Rules-

↪ Initial trial required
↪ Must be at least Trainee to join
↪ Must seek an audience with Darius J. Fitz, or Krayth Tal'Deraz if you wish to join.
↪ Betrayal is not accepted. If you raise your weapon's against a fellow member or the Devil's Eye, you will be 'released.'
↪ With some mercenary tendencies still in place, you may be rented out to help with missions for paying contractors.
↪ You never attack or harm the innocent, for that is dishonorable.

-Strengths-

↪ The biotic enhances your speed and strength. (+1 to spd and str)
↪ You gain great control over Fire (Fire becomes your secondary element, allowing you to learn up to C rank in it. If Fire is your primary element, then you do 1 rank more damage with all fire skills)
↪ The biotic grants you slight resistance to fire (Fire attacks do 2 ranks less damage)


-Weaknesses-

↪ Water-based attacks do 1 rank more damage
↪ Your Faction skills become useless if you get wet (You are useless in water)
↪ You can be harmed by your own fire if using it on yourself for too long

-Guild Ranks-

↪ (Rank 1) Flameling
↪ (Rank 2) Firefighter
↪ (Rank 3) Fire Warrior
↪ (Rank 4) Fire Lieutenant
↪ (Rank 5) Hand of the Flame (Only 1)
↪ (Leader) White Flame (Only 1)


-Perks-

↪ Upon entrance into the Flame Runners, you gain access to their notorious fighting style.
↪ The biotic gives you Fire as a secondary element, or makes your primary element of fire stronger
↪ The biotic makes you slightly stronger and faster. (+1 str, +1 spd)


-Skills-

Flameburst
Rank: D
Description: The user channels fire energy into their arms, setting them aflame (All skills do 1 rank more damage).
Note: If used for more than 5 posts, your arms will begin to suffer from burns.

Armor of Flames
Rank: D
Description: By spreading fire energy across their essence, the user releases it to create a sort of armor of flames that dances around them (Only blocks blunt and hand-to-hand type weapons at D rank. Has no effect on bladed weapons or weapons higher than D rank).

Flameblast
Rank: C
Description: The user summons energy into their hands, then thrusts their arms forward to release the energy, causing a stream of fire to jet out 5 meters. Can be used to help the user jump higher.

Phoenix Drill
Rank: C
Requirements: Flameburst
Description: By accelerating and twisting the fire enveloping their arms, the user creates flame drills that can drill through steel. Lasts 3 posts.

Incinerate
Rank: B
Required: Armor of Flames
Description: By summoning up fire energy and spreading it across their body, they charge it for one post, then unleash it in a 25 meter radius, burning everything within it.
Note: The blast burns you along with those hit by it.

Pepperbombs
Rank: B
Description: By utilizing friction in the air, the user sends out small amounts of fire energy to heat the friction into a mini bomb, causing small explosions the size of basketballs to burst wherever friction may happen.

Cherrybomb
Rank: A
Requirements: Pepperbombs
Description: By utilizing the friction in the air, the user charges an area with their flame energy and causes an explosion the size of a bus to burst.

Pillar of Crimson
Rank: A
Description: By charging up their energy for two posts, the user is able to unleash a twisting pillar of flames that stand up to 20 meters high and moves around the area. The pillar dissipates after 5 posts.

-Notes-

↪ May add more skills later.
↪ Along with the above skills, the users also have access to the Flame Runners' fighting style, Phoenix' Fist.

~Created by I-x Fallen Hero x-I


Edited

I-x Fallen Hero x-I

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PostPosted: Fri Sep 02, 2011 6:42 am


I have a comment here: If you closed this area, why continue accepting factions? Either say it's open or don't be approving stuff.
PostPosted: Fri Sep 02, 2011 6:59 am


Also, it kinda makes no sense, if the cloak weighs you down so much that you lose strength, why would you get faster? :$ Furthermore, if you took off the cloak, would you then not have the -2 to strength? neutral

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PostPosted: Sat Sep 03, 2011 6:45 pm


We should actually lock closed areas IMO.
PostPosted: Tue Oct 11, 2011 1:33 pm


The 88's

Alternate Names: The Crazy 88's

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A faction formed by the Leader of the Kishu Tundra, Tombstone, specialized in fighting under harsh conditions due to the region they live and train in. They are a force to be reckoned with, as they adapt quickly and won't back down. Their weapons and armor are said to be of top quality and condition, as is their training. They are very honorable, in a sense. But when it comes to war, everything is fair. If you're not ready to kill your own kin or fight to your dying breath, don't face these men and women. Fair only comes once a year, and it's sure as hell not with these people.

Rules
Civilians are off limits when it comes to war. This doesn't mean you can't restrain them, just that you can't hurt them.
You are to address higher ranks with respect. They have earned their rank, and so will you. This doesn't mean using their rank every time you address them. This faction is more of a tribe or a gang then a military power.
As a side note, do not join if you plan on doing a story of betrayal. Not only will you be hunted like a dog, you will be slaughtered. Don't take this as a challenge, but a promise.
"Peto tuum consilium Dux" will get you taken straight to the Leader of the 88's. It means "I request council with your Leader."


Strengths-
- Most skills are passive
- Most status effects don't work on members of the 88's
- Trained for combat
- Better equipment

-Weaknesses-
- Hard to Survive in, certain parts of training are hazardous to your health
- Can't have elements unless they're a Caster of some sort

Ranks
Imperator (Leader)
Legate (1 for every nation, so currently, eight of them)
Praetorian
Centurion
Evocatus
Bellator

Rank Perks and Skills

Perks

Forge Masters
The 88's leader happens to be a Master Blacksmith who has knowledge of things that no one else does. He hand crafts the equipment of all the 88, making sure every piece is strong, durable, and won't malfunction in battle. Customs of the 88 will be 1 rank stronger, and will be better then equipment of the same rank.

Ice Rounds
The 88's have learned how to create rounds that have freezing properties. These rounds are like regular rounds, but have a very tiny bottle of a substance found under the Kishu Tundra's surface. It's volatile, and after being shot out of a fire arm of some sort, becomes even more volatile. When the round makes contact with something, it bursts, causing a very miniscule explosion of cold, about a inch in diameter, and of about -10° Fahrenheit. The cold is cold enough to burn you, drying your skin and causing a very sharp pain, if not deadening your nerves. When striking armor, it turns the armor cold, and after repetitive hits, the armor will stick to skin, as well as numb areas it has prolonged contact with. When hitting thicker armor, the same effect occurs, but will take more hits. After thick armor has been hit multiple times, it turns it into a moving freezer, slowing down bodily functions and lowering stats by 1.

Bellator

88's Training: Bellator
Rank: D
As a Bellator of the 88, your training will begin conditioning you to fight on the worst terrain, in the worst weather, under the worst circumstances. You will be made to fight out in the snow with weights on you, with gear that's designed to jam in combat, with limited resources, all with the odds against you. And that's after they march you a good distance away from home! By doing this, you will never again falter in bad weather, or on unusual terrain, allowing you to adapt to both with ease. (Terrain or weather that causes and form of status effect will not work on you.) Passive once Learned

Intense Training
Rank: D
During the first parts of your training, a large block of ice will be lowered onto your back. You will squat with this block of ice on your back once. If you cannot do it, you will be crushed, a failure. No one will help you while you do this. You must do it yourself. After you manage to rise, the block will be shattered, possibly cutting you. After completing this training, you will be +1 rank stronger. After being learned, this skill is passive. Note: You must do this without wearing Power Armor

Evocatus

88's Training: Evocatus
Rank: C
By making it this long in the 88's, you've gained some respect. You've also gained some experience. After training at this rank, you will not falter in the face of fear. Even if fear descends on you, you will not falter, you will continue to fight. After being learned, this skill is passive.

Centurion

88's Training: Centurion
Rank: B
At this point, your now one of the hardiest men/women there are. Even the deepest of wounds will not stop you. When your grievously wounded, you can still continue on until you run out of energy entirely. Doesn't save you if your head is taken off or your heart is popped.

Underwater Training
Rank: C
In this training, your forced to fight underwater in power armor. The only issue, is that your ability to move underwater is hampered by giving you the most basic of underwater armors. You'll have to fight several people who have specialized armor at a depth well below the surface. By doing so, you'll increase your speed by +1, as well as gain the ability to use armor that isn't specialized underwater effectively, and making any armor that is designed for water combat twice as effective (+1 Speed boost while using special Underwater armor in the water)

Air Strike
Rank: B
The Centurion has the power to direct an artillery cannon bombard a select area. 1 post after the strike has been directed, several shells (5) will fall on that spot, given a bit of variance. The shells will cause 10 foot craters, 8 feet deep, per shell that hits. It has a 5 post cool down to it.

Praetorian

88's Training: Praetorian
Rank: A
By making it to this point, you've established yourself as a respected member of the 88. It is here, you will be strengthened to a point that makes enemies tremble. You'll be stripped of your armor and clothing, only keeping the basic garments and sent into the cold for 1 month. (1 Week real time) It is there you will survive alone, killing your food and cooking it. Surviving in the harshest of conditions. When you return, you will be conditioned. You will be stronger (+1), faster(+1), and even more survivable when it comes to harsh conditions.

Legate

88's Training: Legate
Rank: A
You are at the top of the 88 now. Your skills are at an all time extreme. It is here you learn how to command. By meditating on every failure, mistake, mishap, or really anything that could have gone even a bit better, your given a new resolve. A resolve to lead. When in the presence of other 88's, their stats are increased by +1, making them fight harder to impress you, make you proud, and overall to serve.

Ice Strike
Rank: B
The Legate will target an area which will be shelled in 2 posts. The shells however are special, not exploding in fire, but exploding in ice, making the area much colder, and covering it in a miniature blizzard that will last 15 posts, and whites out everything in the area. It is unwise to fight the 88 in this, as it's home to them. It has a 20 post cool down to it.

Advanced Equipment
Rank: Passive with the acquirement of Legate
The Legate can request better armor and equipment from the smiths of the 88. Their armor will be even better than ever, fixing all the small kinks, as well as making more specialized armor. The request needs to be told to the Imperator, who will personally craft the armor to your recommendations.

Imperator

88's Training: Imperator
Rank: Passive with the acquirement of Imperator
Leader all these men, you are their hero. Most look up to you, and wish to do you proud. Although they fight harder, it's not like when a Legate is around. Instead, when learning from the Imperator, the people learn at double the rate they normally would, as well as any of the other bonuses. Men who fight along the Imperator will fight until they die. They cannot fear, will not fall unless killed, and will not desert while he stands. This applies to all ranks.

Ice Generator
Rank: A
Pack attached to the Imperator's back, when not in full gear (Passive), it generates a light snow in the area, dropping the temperature to about 25* F in a large area. When activated, it begins to generate a vicious white out, dropping the temperature to the negatives, slowing everything (-1), as well as sapping it's strength (-1) and energy (+15 more energy for all moves) for 13 posts, and blinding them. 1 Day cool down. 88's are not affected in this, but gain an advantage of fighting on a field they know.

Side Notes:
We aren't anything like anything out of Warhammer 40K
Yes, we lean somewhat towards Marines, but that doesn't mean other classes won't benefit from this faction.



SorceressJacklyn

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PostPosted: Tue Oct 11, 2011 2:34 pm


The Urban Superstition


Seeings as this is my department and it's currently closed I want you to draw me up a comparative difference of this one to the current faction. I'm not going to read two factions just because you rewarded some things and changed a few rules.
PostPosted: Tue Oct 11, 2011 2:42 pm


DGwar
The Urban Superstition


Seeings as this is my department and it's currently closed I want you to draw me up a comparative difference of this one to the current faction. I'm not going to read two factions just because you rewarded some things and changed a few rules.


I killed off a few of the rules that I felt were pointless and made us sound too hardcore.
I redid the description, removed a couple Alt Names, and that's it.
All the skills are the same. I just felt like everyone else was seeing us like they see the Crimson Legion or anything from warhammer 40K for that matter.

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PostPosted: Tue Oct 11, 2011 3:26 pm


The Urban Superstition


Please make the requested changes that all faction leaders were asked to make and I'll approve the changes.
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