Welcome to Gaia! ::

Metamorphose Academy Starter Forum

Back to Guilds

metamorphose academy 

Tags: metamorphose, sanctuary, breedables, metamorphosis, academy 

Reply Metamorphose Academy Starter Forum
Simple system

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue Feb 26, 2019 10:47 pm



Battling can be an important part of a Meta's development, whether it be out of defense or to stick up for something they believe in. Sometimes its just for play. Regardless, this thread is where all information about how to engage in battles with Metas is stored.

Table of Contents
  1. What is a battle?: Charges, Attacking, Defending, using powers, not using powers, Weakness, Resistance, Sub power, Passive power, Escaping, NPC
  2. Defining Powers: Restricted powers
  3. How to engage in 1v1 battles: Battle, Knockout
  4. How to engage in group battles
  5. How to modify powers for the official system: Power Growth, Power Restrictions, Template.
  6. Enchanted Items: Enchanted Weapons, Creating enchanted weapons, regular items.
  7. Weapon and Items
  8. Hacking and Security
  9. Alternate Battle Systems
PostPosted: Tue Feb 26, 2019 10:48 pm



What is a battle?


A battle can be defined as two or more Metas using their powers to defeat one another, or a mutual enemy. Not all battles have to be for competition's sake, or to defeat an enemy. Friendly spars or just wanting to practice one's power can be a battle as well. For the basics, you will need to know the following:

Only Child, Teens, Adults, and Elders can battle.
Quote:

All Metas have 50HP.
All Metas roll 5d6 to attack or defend.

Using a power will give your attack or defense roll a bonus depending on age.

It is possible to engage in battle without using powers. Using them takes up a lot of energy, and when your Meta is out of energy for their specific power they may continue fighting until they reach 0HP. HP is just a will to fight, it does not dictate the overall health of your Meta and whether or not they die during a fight. When a Meta hits 0HP, it just means they no longer have the will to fight. What this means for you as the player can vary depending on the scene.

It is important to note that you may only Attack or Defend once per turn. You must choose what you would like to use your turn on, so pick wisely!


Charges


How many charges a power has depends on age. Once a character is accepted they are locked at that age until they complete growth requirements for the next one.(Exception: Toddler and Child. While the growth requirement isn't heavy, if a player realizes they wanted to play a child instead of a toddler then they are allowed to change assuming no official art has been drawn for that character)

Child: 2 Charge
Teen: 2 Charge
Adult: 4 Charges
Elder: 6 Charges


Attacking

To Attack, simply roll 5d6 either using Gaia's dice rolling function, or the dice rolling bot in Discord if your fight takes place there. Your resulting amount is your base attack for that roll. That's how much damage your Meta does without using a power. This can look like a few different things- perhaps your Meta is just punching the opponent, or maybe they are using a simple elemental manipulation but aren't putting an extra push behind it that would define it as using a power. The flavor text of your post is up to you.

In example:
Miss Fire is Attacking. She rolls 5d6... it results in 20. She does 20 damage to the opponent as a Basic Attack(punch), so long as she does not use one of her powers to boost the damage.



Defending

Defending works the same way as Attacking, but you must be on the receiving end of an Attack to defend. To Defend against someone else's attack, you roll 5d6. The resulting number is your base defense, before any powers are used.

For example:
Mr Water is receiving an Attack from Miss Fire for 20 damage. He rolls 5d6 to defend... it results in 15. Mr Water still takes 5 damage from Miss Fire's Attack.



Using Powers

Power usage changes things up a little bit. All powers have a charge limit depending on the age of the Meta. That dictates how many times per battle a power can be used before the Meta is no longer able to muster the energy required to use a powered attack... or a powered defense!

When Attacking or Defending with a power, you still roll 5d6. The applicable bonus to your Attack or Defense depends on age.

If Child: +3
If Teen: +4
If Adult: +5
If Elder: +6

In Example:
Miss Fire is Attacking using Light Manipulation. She rolls 5d6 plus 5(from adult modifier)... It results in 20 + 5 = 25 (total attack).

Mr Water is Defending using a coral shield power. He rolls 5d6 plus 5 (from adult modifier)... It results in 15+5 = 20(total defense).



Not using Powers

Everything that does not take a power uses a plain 5d6. Use your judgement when doing so, a nerf gun is not going to cause 5d6 damage nor is a plastic bag going to be good defense. Other wise normal things from punching to kicking to a basic mental defense roll or observation, etc can use a 5d6.

Weaknesses and Resistances

Metas have ups and downs that depend on their Item. Sometimes this makes them harder to damage when using certain attacks, or makes them especially vulnerable toward others. When attacking a Meta with a power they are weak to, you automatically add 5 damage to your roll. Likewise, when attacking a Meta with a power they are resistant to, the other player subtracts 5 damage to your attack. Resistances and weaknesses are found in the character's profiles.

Weakness:
Miss Fire uses flame on Mr Water, 20 damage + 5 because Mr Water is weak to fire = 25 total damage. Mr Water defends normally.

Resistance:
Mr Water uses Air on Miss Fire for 20 damage. Miss Fire subtracts 5 damage(resistance) from 20= 15 damage


Sub-Power

Metas will have extra powers related to their main power. These powers are usually non-combat abilities but not always(So yes you could have a lightning attack in there) but only one of them can be used at the start of the character's first turn, as a combat ability during battle. This is to allow for powers that are considered *for fun* or do not fit as a main power. Exception are passive auras/powers below.



Passive Powers

Passive Powers are powers that are always on and can not be turned off, even if they are sub-powers. They can not be used as a defense or attack on their own unless they are a main skill. Limit of four passive sub-powers per character.

In the rare instance where they are used in battle actively against another character, they will have a charge based on that character's age level.


Ex:
Spirit sight: Ability to see spirits all the time (Charges enter here if trying to pick someone out in a group of spirit)
Enhanced Olfactory: Keen sense of smell. ( Charges enter here if used to sniff someone out. In-character explanation is that it requires concentration to weed out the correct smell )
Intimidation: Shadows(Race) have this, other players can choose to have their character react or not but there are no charges.



Escaping

Depending on the situation escape may be possible.

Situation 1: If a character just wishes to avoid battle they may escape without penalties but it depends on the situation.

Situation 2: Character: kidnaps, steals, intrudes or starts a situation.

To escape a character must attempt to run away two rounds in a row without taking any damage. They will be unable to attack if they wish for it to count as an attempt, defending is allowed.



NPC


Npc(non-player characters) are not allowed to support PC(player characters) during battles. Exceptions can be made due to situations and settings. Ex:fraction bases

NPC are not allowed in official battles, so no ganging on PC with randomly appearing npcs unless they are brought up for story purposes and with some warning. ex:police.

A player can control a max of 2 PC characters in a battle on the same side.


Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue Feb 26, 2019 10:48 pm


Defining Powers

For the most part, the definition of powers is left up to the player. Powers have limits per battle that they can be used, and some powers even have limits beyond that. Said powers will be defined below.

When choosing how to define your power, think about what applications it might have. Many powers could be used either way, and that's fine! It is up to you to decide how your Meta would utilize their ability while in combat. In regular RPs where combat is not a factor, powers are much more flexible but some might still require an extra limit to keep things fair.


Restricted Powers

Below is a list of powers that have special rules or restrictions to them. These are things to keep in mind when crafting your Meta's powers.They may be used but be aware there is a chance the power may be denied. If you are unsure if your power qualifies as one of these things, please reach out to a Staff member for assistance. (Broken_illumination or Midnightspirit ).

-Time: Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.

-Resurrection(self or others): Must have a heavy penalty.

-Speaking to Gaia(the goddess of Treterra): Must have permission from Broken_illumination

-Invincibility:Heavy penalty. Case by Case, good limits are a must.
PostPosted: Tue Feb 26, 2019 10:49 pm


How To Engage In 1v1 Battles


First thing when starting a battle is to post your character's Main powers, weakness and resistances and any limits. You can post one subpower but only if they will use it on their first turn. This is just done once so players know what is being played.

Quote:

Ex:
Gia

Darkness Manipulation:
Manipulates darkness (4/4)

Shadow :
Uses his shadow (4/4)

Light Manipulation:
Manipulates Light (4/4)

Light:
Manipulates Light (4/4)

Teleport:
Short teleport (4/4)

Lightning:
Lightning attack (4/4)

Darkness Flight: (4/4)
Using shadows to fly (Assumption is the character is of a non-flying race)

Light artifact:
+1 to one attack/defense. (1/1)

Subpower:
Bird Call:
Have any bird in the vicinity attack for one post. (Can only be used on that character's first post)

Aura:
Passive: can see auras (On all the time, but to find someone in a group will need to use charges. Once charges are used up can still see auras but to tired to find the person hiding in a group)


Resistance:
Darkness
Light
Electricity

Weakness:
Ground
Family
Sound





Battle


Next figure out who will go first.In-character if someone is starting the attack they will usually go first, though not always.

That person rolls a 5d6 dice using the Gaia dice rolling system or Discord dice. The value is your attack or defense. (Add modifiers if using powers)

Modifiers:
If Child: +3
If Teen: +4
If Adult: +5
If Elder: +6

Ex:
Deskri is Attacking using Shadow Manipulation. He rolls 5d6... It results in 20. Add 5(from adult modifier) = 25. 50/50Hp
Shadow Manipulation: 3/4 (one charge is taken off)

Gia is Defending using Light. He rolls 5d6... It results in 15. Add 5 for using a power as an adult and the damage equals 20.

25(Deskri's attack)-20(Gia's defense)=5 damage 45/50Hp (Gia takes 5 damage)

For an actual battle example:

Deskri attacks with Shadow manipulation 20+5= 25 attack
50/50HP
Shadow Manipulation (3/4)

Gaia defends with light in the form of a shield. 15 + 5=20
25-20=5
45/50 HP
Light: 4/5.


Continue until someone hits 0 hp or does a successful escape.


Knockout(KO)
Once hp hits zero it means that the other character is unable to fight. Perhaps they were knocked out, are too exhausted to move or in death. It depends on what the player of the KOed character wants to do.

By default characters are not killed without their owner's permission. This does not mean that the owner of the character can be guilt tripped or bullied into doing so, any such problems will be handled by the mod staff.

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue Feb 26, 2019 10:52 pm


How To Engage In Group Battle


Group battles follow the same formula for 1v1 battle, the only difference is rolling or deciding in what order people will post and how escape is handled.
PostPosted: Tue Feb 26, 2019 10:53 pm


Power Growth


Toddler
3 Powers, no modifiers(What is added when they use a power), can not join battles
1 Resistance (What they are strong against due to their item)
1 Weakness (What they are weak against due to item or experiences)

Child
4 Powers, +3 modifier
1 Resistance
1 Weakness

Teen
5 Abilities, +4 modifier
2 Resistances
2 Weakness

Adult
7 Abilities, +5 modifier
3 Resistances
3 Weakness

Elder
9 Abilities, +10 modifier
4 Resistances
4 Weakness



How To Modify Powers for Official System



Fill this out for as many powers as the characters has:


Quote:
Name of Power:
Element:
Relation to Item/Race:
Active or Passive:
Description of Power:
One or two sentences

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

Limits: Charges.( add any other limit you wish to add to a skill here, or none. Mods might recommend limits if they consider a power to strong)

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

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

Active or Passive: Are they a passive power/Aura(on all the time) or do they need to be activated.
Limits:

Sub power 2:
Active or Passive:
Limits:

Sub power 3:
Active or Passive:
Limits:



Power Restrictions


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, Required Limit: Friendly fire(attack allies/heals enemies, etc), has a charge of (1/1). Only 1 aoe power per character can be used in battle.

Barriers:
Can only protect someone/s for one round

Bind:
Can only hold someone for one round.

Buffs(For those translating from the other system):
Whatever the buff... buffs is what it attacks with.
Ex: If it buff a shadow power then it is a shadow power in the new system.

Cleanse/Dispel:
Can get rid of permanent/semi-permanent effects, highest roll wins.(Soulbound weapons exempted)
Ex: Temporary Max Hp, Temporary lowered HP, etc

Creation Abilities:
Child: Size of a dog.
Teen: Size of a horse.
Adult: Size of a car.
Elder: Size of giraffe.
(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)


Command:
The one commanding rolls an attack, but the one being commanded rolls a defense power/basic roll during their turn to see if the command takes effect. The highest roll wins.
Only used for one round. Within reason.
*(Testing)


Dimension(Alternate/Parallel ):

Can not be used in battle to escape. All other dimensions are parallel dimensions of metas. (Will be restricted if abused)


Dimension(Pocket, Minature space):

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

Dispel/Cleanse:
Can get rid of permanent/semi-permanent effects, highest roll wins.(Soulbound weapons exempted)
Ex: Temporary Max Hp, Temporary lowered HP, etc

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:
No.

Hacking:
The one hacking rolls an attack, but the one being hacked rolls a defense power/basic roll during their turn to see if the hack/command takes effect. The highest roll wins.
Only used for one round. Within reason

Healing:
Can only bring in a max of one healing skill into battle, even if the character may have more. Only (2/2) charges per battle.
*(Testing)

Invincibility
(Restricted Power)

Invisibility
Lasts for 1 round.

Locking Powers:
Can only nullify/lock one specific power for one round. 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. Only one charge (1/1) per battle. Only one skill of this type allowed per character.

Lower Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
*(Testing)

Nullifying/Negate Powers:
Can only nullify/lock one specific power for one round. Contest Roll


Multiple Elements:

One powered attack may have multiple elements. 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.
*(Testing)


Multiple Powers:

One attack may cast different effects but will rely heavily on limits. (Will be restricted if abused)
*(Testing)


Phase:

Avoid attacks until end of round. (Solidifies)

Pickpocket:
The one stealing rolls an attack, but the one being stolen from rolls a defense power/basic roll during their turn to see if they are successful. The highest roll wins.
Only from a list of steal-able items in the character's profile or with prior consent.

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

Raising Dice
No

Raising Max HP
Temporarily(for the battle) raises the max hp. Only one charge (1/1) per battle. Only one skill of this type allowed per character.

Raise Max Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
*(Testing)

Raising Modifiers(Exception) Can raise the modifiers of another power, once. These are used at the same time as an attack or defense. Gifting it to another character is allowed as long as it does not stack.

Limit: Once a day(Not battle), (1/1) Charge, No stacking, Only one Raise-Modifier-ability per person in battle, aside from Artifacts(Does not stack with artifacts).

Raise by:
Child:+1
Teen: +1
Adult: +2
Elder: +3
(Will be restricted if abused)

Recharging Charges:
Can only have one ability in battle per person that recharges other charges. Can not recharge past max. Only (2/2) charge per battle.

Reflect:
Returns the damage


Resurrection:
Restricted power: Ask mods, needs a heavy penalty

Sleep:
Sleep for 1 round or if hit.

Stamina Regeneration:
Viewed as healing, look above at healing.

Stealing Charges:
Does not recharge a charge, just steals it from someone else and the energy is lost. Only one ability of this type per person. Requires a contest roll with same dice, does not use up defenders charge.
*(Testing)

Summons:
Only 1 summons can be active per player per round. They can only be used for 1 round to attack or defend.
(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 normal power. Even when lowered to 5d6 it is still assumed is using super strength/speed is active and only exhaustion is setting in making them weaker/slower.

Telepathy:
Just speaking can bypass those with mental resistance, unless they actively block it.

Time:
(Restricted ability)
Can only freeze for one post.

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

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, previous abuse of loop holes have made this a requirement

*(Testing): Watching battles that use this skill to check if it needs to be modified or not




Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue Feb 26, 2019 10:54 pm


Enchanted Weapons


-Shop based (based on points from completed rps)
-Modifiers added to weapon: +2 for adult, +3 for elder
-Soulbound*
-Permanent boost to basic attacks using weapon.
-Rp reasons, maybe: Old relics
-Can only have Enchanted Weapon or Enchanted Item in battle, can not have both.


Creating Enchanted Weapons
This mainly addresses character who can create weapons, normal metas can buy them from shop using rping.

-Can create as many mundane none boosted weapons as they would like.
-Can only make a boosted weapon using item from shop(based on points and completed rps)
- Can buy the item and gift the weapon to someone else but it will be a mundane weapon until the other person rps to get a soulbound item..item. (take normal cost for one person and split it)


Enchanted Item


-Enchanted Items are gained from the Shop (based on points from rp)
-Permanent charge on item. Acts like a power.
-Soulbound*
-Enchanted Item or Enchanted Weapon can be used in battle, can not have both.

Under construction


Regular Item

-One charge
-One item per battle


*Soulbound items are protected by Gaia's power unless given up willingly, which turns them back to mundane items until soulbound again. (These can not be gifted unless the character gifted has completed all rp requirements to get one, buying a soulbound item does not work in this case)

PostPosted: Tue Feb 26, 2019 10:54 pm


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: 34


Characters wanting to overpower their collar need to roll an attack on or over 34 with the ability they want to use. If they reach 34 then that skill's full power is unleashed. They will have to re-roll and hit or pass 34 the next round again if they want to use the skill again. Each attempt takes charges.

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

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue Feb 26, 2019 10:55 pm


Hacking

*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: 34. Military, Haven, Police, Government, SIU

-Six attempts per day, attempting more than this auto alerts the system being hacked.

- 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: 40
Security Personal in the area: Low-Medium
High Security against hacking: Threshold: 34

Military bases:
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal in the area: High
High Security against hacking: Threshold: 34

Governments:
Security Personal int he area: High
Security against hacking: Threshold: 34

Renegades:
High Security against hacking: Threshold 34
Security Personal in the area: Depends on location
High Security against tracing/phone: Threshold 34

Mafia:

Haven Research Centers:
High Security against hacking: Threshold 34
Security Personal in the area: High

Teldnet Research Centers
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal in the area: High
High Security against hacking: Threshold: 34

???
Security personal: High
High Security against Hacking: Threshold: 34

PostPosted: Mon May 13, 2019 6:03 pm


Alternate Battle Systems

Not everyone wants to play with dice and hp especially since each official battle can run so long. These are faster ways to keeping the story moving quickly and focus more on the story than the battle.

Diceless rps
This is the normal rp found around Gaia and still allowed, as long as it follows the normal rules for rping found Here. Due to having one official system and multiple alternate systems, ask the person you will rp with what kind of battle system they wish, if it does devolve into a fight. If neither can come into agreement, pulling characters away from the situation even if it is OOC is best.

Can use the full powers that were confirmed (instead of the simplified version for the official system). Use common sense.



Accuracy Comparison and Damage:
Little more dice

The person attacking rolls a 1d20 dice. The person defending rolls a 1d20 as well.

If the attacker rolls higher the attack hits. (There are no crits. The point is just to beat the other person number wise)

The person defending then rolls to see how bad the damage was. (Crits does fall in this now)
1:death or very close to it
2-5: very bad
6-10: bad
11-15: minor
16-19:scratch
20:it hits but does no damage.. so be inventive.

Comparison:
For those who want a hint of randomness between equals.

Attack and Defender roll a 1d20. Who ever rolls higher wins and continue on from there, keeping the flow of the rp. Same rules as diceless rp though for the rest.


Advance battle system:
TBD

An advance version of the official battle system we have now using the full power set instead of reducing it. It depends on how well the official battle system and alternate battle systems are taken


Midnightspirit
Vice Captain

Computerized Lightbringer

Reply
Metamorphose Academy Starter Forum

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum