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Gaian Brawl: Green Capo and the Soul Reapers

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The battle for the title of the strongest. The fate of everyone and everything Gaian is in your hands. 

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Roleplaying Battle Tips [THIS IS WHAT WE EXPECT]

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PostPosted: Fri Jan 08, 2010 8:04 pm


[ Gaian Brawl ]
A Humble Guild of Battle-Thirsting Gaians. . .


[ Roleplaying Battle Tips . . . ]
. . .Tips for those alittle below average. . .!


On Basics



Roleplay fighting is bound by a very simple and flexible set of standards and practices. Like normal roleplay, it is turn-based, so fighters attack one after another in succession. The goal of the fight is to try and inflict as much damage onto your opponent as you can, while still managing to survive yourself.

Before we delve into the rest of the matter, we need to cover the rock hard foundation of rules that helps us all get along. Here is an example of a post that is not allowed.


n00b

Robert looks at his opponent straight in the eye and laughs. Quickly, he rushes towards his foe, and in three slashes of his swords, cuts him across the chest, so that he is bleeding all over.



That's what we call an auto-hit, and it is a big no no in all forms of battle. Here's an example of what that post would look like if it were legal:

Intelligent Fighter

Laughing to himself as he looks over his opponent, Robert readies himself for his attack. Rushing towards his enemy, he delivers three quick blows at his opponent's chest, trying to injure him badly.



Notice the difference? You attempt to deal damage to your opponent. Ultimately, attacking is all about being creative and trying to exploit your enemy's weakness. What about defending and countering, though? Well, here's an example of what not to do:

n00b 2

Thomas jumps out of the way of all your sword slashes before you even begin to strike, and then stabs you in the head with his pike.



No, no, no, no, no! Dodging is okay, but doing it all the time to every part of every attack makes the fight boring, and will probably get you kicked out [it will in my threads, at least]. Also, even though your opponent is close, you can't just stab them in the face. That's still considered an auto-hit. Here is a good example of something you could do:

Experienced Fighter

Thomas saw the slashes coming and jumped back, trying to evade them. Unfortunately, the tip of Robert's sword managed to strike his right shoulder with the first slash, a small wound forming in his flesh and slowly bled. Thinking quickly, Thomas drew his pike back and thrust it towards Robert's face in an attempt to finish the match prematurely.



On Health, Mana, Power



Okay, so when it comes to 99.9% of lifeforms, they have two different forms of energy. Health and Mana. Health, well, that's pretty obvious. The strength with which you can swing a sword, the keenness of your vision, how many hits you can take before going down, etc. Mana is the opposite of this, sort of. How quickly you can cast a fireball, the intensity of your magic, how many magic spells you can cast before running dry, etc.

When it comes to things like robots and androids (cyborgs are a different story), they have one form of energy, Power. This is a sort of combination of both Strength and Mana. Remaining Power and how power is directed will determine a number of things, including, but not limited to, locking on, firing missiles, attacking, defending, repairing, transforming, etc. This can be in the form of a battery or a nuclear core or the like. When it runs dry, the robot is down and out.

On Phy, Spi, Men



Roleplayer 1
The best way I know to explain it is in percentages.

Most players divide their characters up on three things subconsciously. The three primary statistics for a fighter of any kind is Physical, Mental, Spiritual.

If you are mostly focused on Physical, you will find that your body is a well toned machine, capable of taking a great deal and dishing out just as much. With physical being your primary concern, you'd find that your body won't be affected by magic, where as mental powers would blow you to bits.

Spiritual powers give you an extreme connection to your body and soul without touching any kind of physical training. This gives you magical ability to turn psi fighters into minced meat, but a warrior will turn you into a hackey sack.

Mental power simply means that you are so focused in your mind that you can manipulate the world around you with thought. As such, you can turn the physical fighter into a child at your feet, but because magic is, in fact, intangible, you can't touch it.

Combining this or that would seriously drain that sort of statistic. Like... A Phy/Spi would be able to throw flaming punches, but would crumble under intense pressure of mental power. Spiritual and Mental warriors are outstanding against most things, but a single hit would turn this guy into a grave filler. Mental and physical fighters are great too, but they really can't touch magic. It hurts them. Bad.

Yep.


On Magic



Roleplayer 2

Magic is one of several main sources of supernatural powers.

The origin of magic is generally considered use of an external, as opposed to internal, force; whereas spiritual and psionic powers come from internal powers, be it a soul, the body's natural energy, your mind, etc. The source of magical energy is referred to commonly as "mana", "aether", or various other terms.

While there is an internal part of it (that which makes the magic under your control), most magic-users channel from some other source, manipulate the ambient mana, etc, only expending enough of their own to control and guide the effects. In theory, one could, over time, have an infinite amount of mana, and be able to cast or weave a seemingly unlimited amount of spells with minimal expenditure of one's "personal" mana; however, the dedication needed to be able to do so is rarely found except in pure mages or powerplayers.

For the most part, there is a focus and ritual required in using magic (an object, incantation, sacrifice, gesture, etc) to achieve the desired results - in Harry Potter, for example, the focus to use magic, in general is a wand, and the ritual is saying a verbal component. On Gaia, you're likely to see someone shouting out a spell, making a certain motion with their hands, charging up magical power, and you may even see a few people using material components such as blood or gems to express their magic. Yet another common focus is an enchanted weapon. Note, however, that this is not always needed.

On Gaia, most people appear to be "will" casters, meaning that it is a matter of willpower to perform magic and cause the effects. This means that even without the familiarity of a ritual or use of the external force, one can perform magic using only their willpower and the limited internal supply. Likewise, it is possible, although draining, to perform feats of magic that have not been learned specifically. It is generally frowned upon to do with things that your character has no experience in - for example, a magic-user focused on mainly offensive powers should not be able to regenerate with no experience or training in those areas. However, it is slightly more reasonable for that magic-user to use an offensive spell like a fireball into something defensive, such as a wall of fire.




On Rule #8

Writting by: Rosa Vernal



Metaphysics: Attempting to explain away actions which are ultimately magical but with scientific words, anime physics, etc., in order to make attacks and abilities that are considered a God-mode believable and 'legal.'

Atomic and Molecular Manipulation: Anything that has to deal with manipulating the structure or components of atoms or molecular structures. This includes microscopic nanobot alterations. FMA-style transmutation, D20 style negative energy, and forms of telekinesis are not counted as atomic or molecular manipulation. Lycanthropes and other forms of shapeshifters are not considered as manipulation, along with devil fruit user's powers.

Inexplicable and Dimensional Teleportation: Instant phasing between realities, dimensions, universes or planes of existence, moving at the speed of light, etc. A time build up for a teleportation spell, at least equal to how long it would take you to cover the ground you want to travel would be allowed; doing so instantly is not counted as inexplicable/dimensional teleportation; likewise, ritual teleportation is exempted.

Planar Psionics: Anything that involves using the powers of the mind to override the laws of reality on a large scale, create new planes of existences, dimensions, universes; bring in extraplanar materials, or other such actions that are in the realms of what deities can perform.

Clarification on Ring-Outs: Leaving the arena in any way, shape, or form (excluding the methods defined under the teleportation rule) results in a loss via ring-out. No burrowing more than ten feet below arena floor, and no jumping, hovering, or flying higher than three hundred feet. Should a fighter be driven through the floor/walls more than ten feet or thrown higher than three hundred feet into the air by his or her opponent, said opponent is awarded the win via ring-out. This only applies to Tournaments, if the tournament is inside an arena, then these are the guild lines for the area of combat.
PostPosted: Thu Jan 14, 2010 7:17 pm



~ Reserved ~
I will be using this post to relate my philosophy on the art-form of collaborative battle literature.

-V- Loki -V-
Vice Captain

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Gaian Brawl: Green Capo and the Soul Reapers

 
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