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Realms of Grearos: Races of Magic (Under Construction)

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Tormented Sage
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Demonic Protector

7,525 Points
  • Battle: Knight 100
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PostPosted: Mon Jan 11, 2010 3:37 pm


STATISTICS: Statistics for combat.

CITIES: Places of civilization and where to get quests.

TRAVEL: Going from place to place and the limitations of such.

FOOD & SUPPLIES: Requirements used for travel.

MONSTERS: Things to kill, need I say more?... I guess I should.

BATTLE: Fighting against other players or monsters.

LEVELING: The experience and leveling system.

GOLD: So you don't have to beg for every item.

DEATH: Not "just the beginning" but something to avoid.

MAGIC: Using magic is cool, you'll want to pay attention.

QUESTS: Easy ways to get large sums of money or items.

PARTYING UP: Makes high level quests and battles easier.
PostPosted: Tue Jan 19, 2010 5:20 pm


STATISTICS:


Distributable Battle Stats (you will start off with fourteen DS (or Distributable Stats) and gain eight additional stats each level, plus the two more specific to your race. Race specific stats are not included in the beginning fourteen and are only added after leveling up. Every stat must have at least one point in it to begin with.)

Weapon Affinity: (You gain one weapon affinity per level to describe your ability to use that weapon well. The cap is at ten unless you go to a Training Ground for that weapon type.)

Dexterity: (How accurate your attacks are, both ranged and melee; Also Determines how well you can dodge and evade)
Strength: (How strong your physical attacks are and how long you can last in combat without becoming exhausted)
Defense: (How much damage you take when you're hit and how well you defend against attacks)
Speed: (How fast your attacks are and how fast your character can move and dodge in battle)
Magic: (How good you are able to use learned magics and how long you can sustain the use of those magics)
Health: (How much damage you can take before you're defeated)
(each race gets two bonus stats to their race specific stat(s) after each level up)

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Tue Jan 19, 2010 5:23 pm


CITIES:


In the towns/cities there are:

The bars to hang out in and generally do things in the story that you would do in a bar.

The market to buy and sell things and the forge for buying, selling and making weapons.

The ruling castle is where the court of each realm takes place, commoners are free to travel there and report happenings to the king.

The town square is where the king/queen will go to post quests for their kingdom and where people seeking help will go to posts their requests.
PostPosted: Tue Jan 19, 2010 5:24 pm


TRAVEL:


Travel takes Food and Supplies (or F&S) to perform. Going in and out of cities, towns, and other populated areas takes one F&S, travel from one countryside to another also takes one. They can be bought from stores and obtained by battling wild monsters.

The only exception to this rule is travel between the two countries of Greaith and Contera where you must make a post in the Wastelands but the whole journey takes only one F&S. You could always travel through the mountains but that takes an extra two F&S and you'll most likely run into powerful monsters.

Travel cannot be accomplished without F&S and as such you are stuck if you cannot obtain some in one way or another. Make sure you don't just keep traveling from countryside to countryside without fighting monsters or buying some from towns/cities.

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Sat Jan 23, 2010 9:42 am


FOOD & SUPPLIES:


Food & Supplies can be bought from stores, other players, or gathered from battle with wild monsters. Do not be caught without them, because the only other way you can move is by getting dragged off to a city by another player or defeating a monster for their supplies.
PostPosted: Sat Jan 23, 2010 9:48 am


MONSTERS:


Monsters, of which there are several classes of varying difficulty, are found in the countryside. Usually you will roll a dice and see what monster you will face and then decide if you want to face it or not. Occasionally, however, a fight will be forced upon you.

You roll two 100 sided dice to determine what class and type you face then you can pick any monster in that type you want to face. The dice roll system to spawn monsters goes as such:

Dice one: 1-28 = Fodder, 29-68 = Wild, 69-88 = Challenging, 89-99 = Devastating 100 = Epic
Dice two: 1-20 = Elemental, 21-40 = Plant, 41-60 = Beast, 61-80 = Winged Beast, 81-100 = Humanoid

As Shidobu said in another post. "When generating a random monster it is up to you to choose what species it is and giving a description to how it looks like. This can be as simple as describing it to be an imp-like creature, or as complex as describing it's size, odor, facial features, coloration, plumage, etc. Do your best and be creative! It can get troublesome if you keep rolling for the same class of monster, so use techniques of description such as saying that the last monster you defeated was part of a pack or something. Also, relate what the monster is to the area of the world you are in. If you are in the realm of Daemons then make the monsters you spot to be more common in that area. If you're in the Human country you can say that you happened upon a bandit or something. It's all up to you!"

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Sat Jan 23, 2010 9:49 am


BATTLE:


The rules of battle are very lenient in my guild, most battles are played using stats as a guideline to limit your characters ability to use various fighting abilities in your posts. Battles against wild monsters usually take a few posts. If they are about equal in difficulty to you than you can, possibly, defeat them in three posts, though usually it takes about four of five, most likely with some sort of damage (if you defeat it at all). If they are weaker than you then it may take only two posts (one only if you greatly outmatch it). Stronger monsters can be fought and won against in groups but if you attack a powerful monster alone it may take you up to seven or ten posts, but most likely you'll be defeated.

All battles will take some of your stamina, depending on how you fight you lose either magical or physical stamina, slowly regained over time or a single stay at an Inn.

While stamina is completely subject to how well you think your character can perform their abilities, don't go around saying you perform a Epic tier move or just shrug off a heavy blow made or blocked by you without feeling some form of fatigue.

Battles against other players are still turn based but moves must be agreed upon (edited if not) by both sides. If their are too many arguments about a fight either me or a crew can come in as a third party to referee. PvP battles end when either player gives up or one is defeated. Defeat does not mean you die in PvP battles. You cannot, however, perform any feats that require stamina of any sort until you recover. (Inn is fastest way.)
PostPosted: Sat Jan 23, 2010 9:51 am


LEVELING:


Simple yet probably a bit problematic, it takes all the guesswork out of things from your side.

At the end of the day, either I or another crew will take a look at your activity for the day and decide weather you've earned another level. You can place requests for a level up with me even if you haven't had a lot of activity that day. If you've had little activity spread over several days that will also be taken into account every day.

No bribing is going to effect me. Please make an effort to make your posts descriptive or at least entertaining to read for others as well as yourself and you will be more likely to gain a level. Higher levels will require a lot more effort to level up and several days will likely pass (even more than a week if you are high enough level) before you gain another. There will be a level cap but I haven't decided upon it, and if you actually reach it you're practically a one hit K.O. dude that has no life.

I ask only for patience when dealing with level ups as you can receive more than one level at a time. And if you've gone a day without leveling up and you believe you deserve one then, again, send a message and explain. There's still the possibility that no one has gotten to it yet.

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Sat Jan 23, 2010 9:55 am


GOLD:


Gold is the currency of the land. It can be obtained most commonly by defeating monsters, and by finishing quests. Banks in each kingdom are linked together so as to keep your gold safe but 10% is deducted from every deposit. The bank will only take increments of 10.

Monster gold obtained upon victory:

Class five "Fodder" monsters ( lvl 1-3 ):
Gain 10 gold upon victory.

Class four "Wild" monsters ( lvl 4-9 ):
Gain 20 gold upon victory.

Class three "Challenging" monsters ( lvl 10-14 ):
Gain 50 gold upon victory.

Class two "Devastating" monsters ( lvl 15-18 ):
Gain 100 gold upon victory.

Class one "Epic" monsters ( lvl 19+ ):
Gain 300 gold upon victory.

Gold is given to all party members that took place in (performed an action or post) battle as if they had defeated it on their own. Parties cannot exceed 9 members.
PostPosted: Sun Jan 24, 2010 7:55 pm


DEATH:


You die be being defeated five times in a row without visiting a city, (I.E. healing yourself instead of heading back to a city), or if you are defeated by an opponent NINETEEN levels or more above your own (harder than you think, believe me). However continued praying upon lower players is frowned upon and will be punishable by the gods of balance.

You can however continue your family name and salvage a select few of your items by "reincarnating" as a younger member of your family. This means you can ask for up to half of your selected items to be passed on to your family member but you loose all of your gold. (Depending on the items in your inventory you may only get to save a few. Judgment is subject to the will of the gods.)

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Sun Jan 24, 2010 8:01 pm


MAGIC:


Definitely one of the most emphasized aspects of the "Realms of Grearos" guild. Magic is the use of abilities or powers that give a player an advantage in battle. (Other than equipment.)
PostPosted: Fri Mar 26, 2010 3:07 pm


QUESTS:


Quests can be obtained at each Town square throughout the kingdoms, each town square will have a different set of quests.

On every quest board there will be default quests that everyone can do a limitless amount of times but don't expect them to give you that much of anything above what a couple of battles with monsters would do. They will be restricted by lvl, however if it is done in a group only half the team has to be at or above the lvl restriction.

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Mon Apr 26, 2010 1:25 pm


PARTYING UP:


When you party up you pick a party leader and the party leader does any dice rolls for the group. The party leader is usually the player with the highest level but the position can be given to anyone the group agrees upon. Gold is given to anyone who participated in the killing of a monster as if they had defeated it themselves.

When role playing is in action strategy is a must between group members. (The gods will be watching, don't disappoint them.)

Parties cannot exceed 9 members.
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