Table of Contents:
-Overview
-Creating your team
-Customizing your team
-How to battle
-Missions
Overview
This is a Surreal Guardians RPG, a massive, incredibly deep RPG system that takes personalization to a whole new level.
What do you mean by that? Well, my friends, THIS is what I mean:
This is a traditional RPG, with weapons, magic, and fighting. But what makes this game so deep is HOW you obtain these weapons and such.
You see, your activity in this Guild, the Surreal Sanctuary, will have a direct impact on your characters! By participating in RPs, contests, or assisting others in their own dilemnas, you gain items and equipment for you to use in this game! You chose your class of characters, roll their stats, and then lets the customization begin!
But in order to do that, you need a team. So here we go:
Creating your team:
You, as an individual player, can create a team of three characters. That is your Party. Your choice of classes for your characters is entirely up to you! Do you want a bunch of swordfighters, gunner, magicians, or a combination? IT'S YOUR CHOICE!
Okay, to create your character, you must look through the information here and decide what you want to be. In the end, you will have a profile skeleton that looks like this:
Quote:
Gaia name: (If I have to explain this... just leave.)
Character name: (Read above)
Age: (Be reasonable. Don't have 3 years old. But don't make your age 899302 or something like that.)
Gender: (Either male or female. Obviously)
Class: (Read below)
Affinity: (Explained below)
Appearence: (Text or pictures. Pictures perferred, but text is more than welcomed)
Bio: (Make this good! An RP is as good as it characters. About a paragraph. Be descriptive, but don't write a novel.
Theme song: (Entirely optional, but it's good to have one!)
The above is your profile skeleton. That is information about your character. Then, you will be given 10 stat points to allocate them to your stats(mentioned below) to your characters, customizing them more than the stats already given to them. Then PM me your stats with New Guardians (<-- Highlight, so I know you read this) and I'll fill in your equipment slots. So in the end, you should submit a profile that looks like this:
Quote:
Gaia name:
Character name:
Age:
Gender:
Class:
Appearence:
Bio:
Theme song:
Level: (You will start off at level 0)
Strength/Magic:
Mana/Stamina:
Defense:
Health:
Speed:
Skills:
((You will have none so don't fill this out))
Weapon:
Offhand Item:
Armor:
Shield:
Item 1:
Item 2:
Item 3:
Character name:
Age:
Gender:
Class:
Appearence:
Bio:
Theme song:
Level: (You will start off at level 0)
Strength/Magic:
Mana/Stamina:
Defense:
Health:
Speed:
Skills:
((You will have none so don't fill this out))
Weapon:
Offhand Item:
Armor:
Shield:
Item 1:
Item 2:
Item 3:
And that's it.
How to create a character
First up, you have to choose a class. Each class has unique stats. Here is a brief explanation of stats:
Strength/Magic: the amount of physical power a unit has. High strength means they can use heavier weapons, and it adds to the overall attack power of a unit. If you choose a class that handles magic, then replace Strength with Magic. Function wise, they are the same.
Mana/Stamina: All spells and skills will require MP or Mana/Stamina Points to use. And if you pour more Skill points into spells/Skills, not only will the spells power increase, but the Mana requirement will increase. As with Health, 1 point to Mana stat equals 10 Mana Points in battle.
Defense: The sturdiness of a unit. The higher the defense, the less damage it will take.
Health: The maximum health of a unit. 1 point is 10 HP.
Speed: This is how quick a character is. If a party's speed is greater than the enemy party's, the the first party can attack first. This also comes into play when the unit could dodge an attack, strike a second time, or other bonuses.
-Now, the time to pick a class begins. Look below to view a list of all Clases and what they are.
-Once you pick a class, with its starting set of stats, you are allowed 10 free stat points to allocate how you see fit.
-Next step is to give your character an elemental affinity. This will affect your magic power, resistance, and other such things. Try to match your characters personality wit han element. For example, and strong willed person will have a Fire affinity, while a person dedicated to serving others would have a light Affiinity.
-Finally, you name your character. It can be any name you want. Just name them.
CUSTOMIZING YOUR CHARACTERS:
Okay, When you make a profile, you must first choose a class. Each class has its own advantages and disadvantages. Stat bonuses and penalties. You will be given 10 free stat points to upgrade your stats as you see fit, giving you options to customize your character even before you start fighting(Cool, huh?) Once you create your profile, then you send it in to me or a Judge.
Okay. So you make your party, send the profiles, okay. You're in. Now, how do you get stronger? There are two ways to do this:
The first one is, well, Battle. That's all really. You participate in a battle, and depending on the outcome, you will get experience points. Accumulate enough, and you level up. You can level up to Level 9. Every level up you get nets you 4 stat points and 2 skill points. Stat points are used to increase your stats(Duh!) while skills points can be assigned to certain skills once you reach the level threshold. Skills will allow you to use multiple weapons, casts powerful spells, and even ride a mount into battle. Once you hit a ceartin level, you can rank up and change classes. Class evolutions will increase your power tenfold, and will allow you to do much more damage to an enemy.When you are strong, you can be placed in powerful positions and join armies with much strength. Use your skills and battle prowess to wipe the floor with your opponents.
To gain access to really powerful weapons and armor, you will need to participate around the Guild to obtain awards. Did your RP win Honorable mention? Did you make a very usefull suggestion? Did you win a contest? Did you write a really compelling story? All of these will harbor great fortune, whether it's in-game currency, a piece of equipment related to that contest, story, etc. All of these weapons and equipment are special in some way, whether it's major stat boosts, Artifact Arts(Powerful attacks) Access to unique skill trees, or, in some cases, CLASS CHANGES!
As you accumilate all these items, you will eventually run out of room. Fortunatly, you have a Safety Deposit Box that you can store all your unwanted items. When you go into battle, you can select equipment from your SDB to put on your characters. When you post your profiles to challenge, you will fill out the equipment slots with items in your safety deposit box.
CLASS CHANGE:
When you achieve level 6, you will automatically undergo a Class Change. When you have a Class Change, you're Character rises to a higher Class of your choosing! As you advance farther down the tree, choosing your path, your character becomes more and more specialized in certin areas, and becomes rediculously powerful! Some classes contain a special Perk that is automatically added to your character!
Here is a list of Available Perks:
-Animal lover: Your always will have a mount in battle! Also, you have access to more powerful mounts that you couldn't have before!
-Twin weapons: rising fighters will love this! Your Offhand item slot will transform into another weapon slot! Allowing you to wield two one handed weapons at once! And that will dramatically increase your weapon attack power!
-Doublehand: You lose your offhand item slot, but all one handed weapons will now be held in two hands! This will double the attack power of your weapons!
-Massive strength: All two handed weapons(Except bows and guns) will now be held in one hand, allowing the use of an offhand items!
-Mana Master: For Mages, All spells wil cost less MP to use!
See below for a list of classes, and all the trees that come with each discipline
EQUIPMENT: (This is the space on your profile where you have all your equipment on. To edit this, edit your post on the profile page.)
Weapon:
Offhand item:
Armor:
Item 1:
Item 2:
Item 3:
Offhand items include shields, arrows, and other such things. The item label will have offhand item if it is one.
Regular items are things out would use during combat. Such as: Potions, spell runes, stat boosting items, and more.
ELEMENTAL AFFINITY:
This is an elemental starsign that you are affiliated with. You can chose between earth, fire, wind, water, light, or dark. Chose an affinity that matches your character's personality.
Earth means you are a simple person with a simple motive.
Fire would mean you are strong willed.
Wind means you are a free spirit, not letting anything drag you down.
Water means you are a serene person, full of grace and dignity.
Light means you are full of love and compassion for others, no matter if they love you or hate you.
Dark means you have unbridled hatred for all of mankind, and refuse to care for another.
WEAPON DESCRIPTIONS: Weapons are divided into four catagories: Close range, long range, magic, and other.
CLOSE RANGE WEAPONS:
SWORDS: These weapons are the most common types of melee weapons. They are also the most diverse of them all. Swords are a great way to start off for any fighter, and they have the most diverse types to them.
-Swords: This is the most basic weapon. Swords are one handed weapons, so you can use a shield or offhand item with them. They are avarage for all ratings, making them a good weapon for beginners. They will never lack in any stat, but won't excell at one either. Good for versitility, although more specialized fighters might look elsewhere for a long term item.
-Greatswords: They have more attack force than others of its type, but as a downside, they are very heavy, requiring a high strength to wield them. Greatswords are carried in two hands, making the use of an offhand item impossible. They also have no weapon skills for them.
-Rapiers: These weapons are made for thrusting. They arn't too good for anything else. And since the swords have a thin size, they have little attack power. But what makes them shine is that they have more weapon specific skills than any other weapon. One handed.
-Longswords: They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.
-Knightswords: These swords are special. They actually raise defence, as well as attack. The first choice for a Paladin/Valkyrie
-AXES: *Note:Most axes are two handed weapons. They relinquish weapon skills in exchange for raw attack power.
Axes posses much more strength than most swords, but they suffer from incredible weight.
-Axes: The most basic of axes. They generally have the same stats as a Greatsword.
-Great axe: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate.
-Poleaxe: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these.
-Throwing axes: These axes are special. Their light weight allows them to be wielded in only one hand. These axes can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.
-LANCES: Lances are good in the fact that all types of lances are used for any kind of fighter. Think of Lance weapons as a less extreme axe.
Lances: Basic thrusting lance. has good, balanced stats. Two handed
Great Lances: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate. Two handed.
Spears: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.
Javelin: These spears are special. Their light weight allows them to be wielded in only one hand. These lances can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.
-KNIVES: Only thieves and ninjas would use Knives. Knives can be equipped in both a weapon slot AND an offhand item slot. But you can't equip a knife in an offhand item slot alone, or with any other weapon.(Ex: You can't have a sword as a weapon and a knife as an offhand.)
-Jackknife: These weapons lack in strength, but make up in its speed.
-Dagger: These weapons have increased damage, but the drawback is that they are slow.
Throwing knife. You can use these weapons to throw at enemies from a distance. Throwing knives come in packs, so you can carry these as an offhand item.
Long range
-BOWS: *Note* All bows are one handed. Arrows are kept in Offhand Items. Guns follow this same logic
-Bow: Most common kind of bows. These are neither strong nor weak. They fire using arrows in the Offhand item slot, and there is no need to reload. Good for beginners.
-Heavy bow: These require more strength to pull, but they cause more damage. Like Bows, arrows are in the Offhand item slot and require no turn to reload.
-Long bow: These bows are good for horseback. Only mounted units can carry these. The same rules apply for bows here too.
GUNS*Note:
1) Ammunition for both types of guns will be carried in your offhand item slot. To reload a gun, you must use one turn to reload, specifying the type of bullets your are using to reload.
2)Powerful weapons require a basic strength, but as you don't need to be strong to shoot a gun, the strength stat does not play into gun damage. Combine gun damage with ammo damage for total offensive damage.
-Pistol: these guns can be carried in one hand. Their stronger than shotguns, but they typically attack only one enemy.
-Shotguns: These guns are carried in two hands. Effecting multiple targets at once, the characters position is crucial to using shotguns effectivly.
-Rifles: Rifles attack both a unit and the unit behind them always. Need two hands for this weapon.
MAGIC
All mages, or anybody who deals in magic has an MP stat.
-Staves: These weapons can be carried in two hands. Staves usually have a special effect attached to them, allowing mages to be more diverse in their elemental attacks. However, most staves are for Priests/Clerics. Staves don't require a turn to cast a spell, although the effects are weaker than comparable Tomes.
-Tomes: Books. A turn is required to cast spells while a Tome is equipped, but the effects are more powerful than with a staff. Tomes are carried in one hand.
THROWING WEAPONS:
-Knife: Throwing knives. Nothing reall special about them.
-Boomerang: Boomerangs attack all units on the front row. Unfortunatly, the damage done is relatively weak. Still, there's no fear of deflections, is there?
-Bombs- Useful, and very powerful throwing weapons. They attack an entire party(If there are multiple parties in a battle, then you must specify which party) and it does good damage to them! Downside is, you can't carry many bombs with you.