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Posted: Wed May 12, 2010 4:50 am
Its the Ultimate Guild How To thread hurray! Here's how it works,SP crew, select crew, and the captains and vices will post new posts explaining things within the thread. Such as how to have your character speak another language (pending), how to complete jobs, exam tips and tricks, and a more in depth look at how the power scale works. Will add more later, and if you still have questions ask them in the questions thread. Thank you and have a nice day.
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Posted: Wed May 12, 2010 2:16 pm
HOW TO: stick to the power scales and avoid 'godmod' rule breakage. Just to review this is the power scale: Green> Yellow> Blue> Red> Black> White> Purple> Cyan> Field-Balance. Here's a better summery explaining how to stick to what and how to become more powerful. Remember, the administration details includes the norm of each grades power range. Green: a wonderful color chosen here to represent being new or green behind the ears. In order to stick to this power level (all freshmen start as it) you've got two options: A. You can't use your powers/access them. (ie. Billy can heal without magic, but being green level, he can't heal when he wants to or needs to.) Its where your character's power seems to occur randomly even if they don't need it. B. You can't stop using your powers. (ie. Feo, Feo controls fire but its always out of control meaning he's always on fire. Otto is another good example.) No matter how powerful you want your character to act or be, so long as your a freshmen you must start at green. If you don't think you can manage that, then perhaps you should wait on creating that character for later when you're allowed more control. Going by the norms a good example of a person who's already planned that their character has more control is Gluoo's Zack, an example of one following 'A' is xXExploding_PoptartsXx's Aurora, and an example of 'B' is Cg53214's Otto. If you pick 'B' you can also choose to use power control items the most common are collars and pills made by the campus lunch-ladies. Feo_VINE_DES' character Feo uses one of the collars. Now, as you get up from green things get easier to control or use your powers. Let's say Otto is yellow now, perhaps the lights won't break as often. Perhaps she has a bit more control. Speaking of which, emotions are often going to influence your characters control at any stage. Making your powers stronger and sometimes even harder to control. You might be asking now how can I get my color up? Well there's two ways to do that, you can gradually work it up through practicing and training or you can take a class get a good grade, some credits, and be rewarded with more control.
HOW TO: avoid setting yourself up to break the color code. -Try to avoid first profile/freshmen characters over the age of 45 because the older they are the more likely they are to have 'more control'. -Avoid writing about your character learning to use their powers in their past, as in a past you've written in the archives. -Ask questions when confused about how your characters powers would manifest themselves.
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Posted: Thu May 13, 2010 2:30 pm
HOW TO: complete a job. Well in order to complete a job you need to have a job and a bank account, thankfully we have this little thread (location: off campus sub) called Phergie's Bank. Now just pop your character in there role-play filling out the forms, there's two one's for a job the others the bank you'll want to have filled out both, then a crew member/banker will post your account in the school administration sub. If you've already completed that, then head over to the thread your job would be located in. There should be a short how to note written in the first post below the description. Normally you role-play doing your job, but the note contains information you'll need such as what to do and how many job posts you can make in a day.
HOW TO: make a store. Before you can make a store you need to check out the bank records thread in school administration. If you don't meet a requirements then your kinda out of luck for the time being. If you do then congratulations! You'll need to post in the before mentioned thread, or the bank thread either is fine, stating which character is making a store and how much above the minimum your going to put into it. As well as things like the store name, what jobs it offers, and what you sell. You can be as creative as you like, even turn it into a gaia gold and guild gold store hybrid- where you build pictures or maps for a persons room or something of that nature. Confused? Ask some questions then!
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Posted: Thu May 13, 2010 4:19 pm
EXAM TIPS AND TRICKS: Want to participate in the exams? Not sure your ready? Want some tips and tricks to help you get a good score? Well here's a couple which might just work... (1.) Keep within the five posts. (2.) Be really descriptive, use a lot of imagery- don't just describe the surroundings, yourself, and the monster(s)! Include your emotions! Include beyond just the visual! (3.) Don't just jump into the battle right away, think it all through and have a look around. (4.) Post, better yet, don't post: copy and paste into another writing area and edit it for mistakes and things of that nature. (5.) Always, always, ALWAYS finish your exam! (6.) Check in the day it starts to see where you are. Then if you get writer's block you'll have the whole month to work. Other tricks are as simple as prewriting an outline of what your going to role-play, checking for spelling mistakes and little mistakes, and rereading to make sure everything's happy-do-da-days. If you say your not wearing shoes, but two posts ago you were and can't see where and when and how you lost them then you might want to take care of that. As for writer's block, what I've heard works we'll is repeating 'I don't know what to write' over and over again, typing it as well.
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Posted: Thu May 13, 2010 5:15 pm
HOW TO: create a character. Sort of self-explanatory however there may be some questions. Such as what counts as one character? How many abilities can you have? What's the difference between an ability and a skill? Well dolls count as partials, as do animals. Partials meaning you can have up to five counting as one person, for dolls, however they can have no powers. As for animals its more of one or two staying with the person and containing their own form of persona. Pets count only if they're always with their handlers. Split personalities? Well, up to three or four but they'll share their abilities. Twins? No no and no. Twins are two separate individuals, thus, two profiles. As for abilities, you can four or five if they're small ones. Ones where they're limited or not very powerful. Now the difference between an ability and a skill is a skill can be learned but an ability is gained or innate. Yes both can be gained, but like I said: skills can be learned. Making a character more realistic and dimensional means it would be a great idea to create and elaborate back ground history and participate in the player info thread.
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Posted: Tue May 25, 2010 2:14 pm
HOW TO: successfully create a detailed profile.
Yes, how to is the question. How to complete the profile skeleton, while adding your own flare, and giving a very highly detailed profile for your character. Not all have to be this well defined, but this is what I hope to see in the future.
Gaia Name: Mary_Juanita Name: Nike (Pronounced like the word like but with a long e) T. Flywheel Meaning/Nicknames: nicknamed 'Speed' and 'Blue Sky Demon', Nike was a god known for her speed. Gender: Female [F] Orientation: Bisexual, preferring more to stay away from romance though. Species: Human. Age: 24, born on April 21st. Height and Weight: 5'4, five foot four inches. 140 pounds of muscle. Abilities: -Super speed, fast enough to exceed the speed of sound. (Unlocks slowly, is at first not able to run or swim faster then normal person.) -Agile/Flexible, Speed's a contortionist. (Gradually learns how she can move and isn't very flexible at first.) -Fine accuracy. (again learns gradually.) Power Level: Green, she can't use her powers and natural abilities at all. She runs at a normal speed and it takes her about 12:30 minutes to run the mile, she doesn't know how flexible she really is and has no clue about her accuracy because she doesn't know how to use weapons or other things requiring it yet. Grade: Freshmen. Major: Aeronautics (Flight), Weapons, Geography. Description: Speed is of almost normal height and weight and has straight hair that hangs to an inch above her shoulder, she has bangs which hang into her left eye. Her hair is mostly brown but she bleaches her bangs to a blondish color, later she'll use magic to make her bleaching look more realistic. Speed's eyes are ovular with large minty green-blue color irises. She usually wears comfy camouflage cargo's, either pants or male khaki's, with a plain shirt in white or dark gray. Her hands are of normal size and she wears a size nine shoe in women's. She always wears either boots or hiking shoes. Speed also always wears a pair of goggles just in case she plans on piloting anything on short notice. Bio.: Nike was born into the normal jock family, she had several older brothers and was always competing with them- though she typically fell short and rarely won. At the age of fifteen Nike began to start participating in her school's cross country. Even then she failed, but though she was slower then the other students, Nike began to see that she had longer endurance then they did. She thought it was due to her competitive nature, her genes, and her frequent and lengthy competitions with her brothers. During her senior year, Nike began to compete in the school's swim program and was ranked number four out of fifteen. When she finished up with high-school, Nike began to look at collage. Bored with the mundane life she'd led, and wanting to compete with her brothers, she looked for obscure colleges and careers. That brought her to the Brier, and to flight class. Items: The clothes on her back. Weapons and Armor: N/A. Skills: Running, swimming. Picture: (I'm not going to put a picture in here for now since this is an example.) Theme Song: Habhaba Lover: Loveless. Flaws: weak, strange, has allergies to penicillin and other antibiotics, low pain tolerance, anemic and has to take special medication (found only on gaia) every day twice a day, lactose intolerant.
The more detail the better.
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Posted: Sat May 29, 2010 11:07 am
HOW TO: survive exams. Yeah we've gone over tips and tricks for exams, but we haven't told you how to stay alive while getting the best grade. Here's how it works, when the monster comes out you've got three options: A. Use your powers. B. Hit them with a spell. C. Attack with a weapon. D. Run like heck. If your green, yellow, blue even red power level its going to be hard to use your powers while not breaking the scale rule. Now, the exception to this is if you become frightened or angry: emotions of any kind amplify powers. Should that happen it probably won't last long and it'll just act to save your life- it won't be accurate. (ie. Speed is facing an magma ogre for her exam. The beast comes at her, she's backed into a corner and about to die when she decides to run and instead of running normal pace her powers are activated and she ends up on the other side of the field. More detailed then this, not quite this way) If you don't want to or can't use your powers then you can hit them with a spell. In order to be able to hit them with a spell, you have to know the spell-meaning you need to have taken a magic course and/or practiced that spell with a teacher. You don't have to use to spell to harm the creature, in fact you could use it to help yourself depending on the environment and the spell. Remember spells take up energy. (ie. Speed is hanging off a cliff, because she knows magic she's able to create a ledge to stand on. Or combative. Speed is going up against an orc, he has a flail and is attacking her. She's running out of places to dodge into, so she uses a spell to create a shield as a temporary defense before using another spell to burn the Orc.) Weapons are your best friend (next to healing magic) in a combative situation. You need to have a weapon and know how to use it though, but that isn't hard. Depending on the classes you've taken or are taking, you can make your own weapon. As well, if your taking a power control class then you can always ask the teacher to train you in that weapon. That failing, you can always practice in the field classroom. Of course you could always wing it and learn to use your weapon during the exam. (Speed has recently obtained a rapier, she doesn't know how to use it yet but knows its best if she learns. She heads to the field and practices.) Running is the worst choice, because there's often no place to run, you can get lost, and eventually your going to have to face the creature/opponent. Whatever you choose to do remember what skills you have, how your character acts normally, and what power level you are.
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Posted: Sat May 29, 2010 11:36 am
HOW DOES IT WORK: the power scale. Well, we all hate it-kidding, I like it because it should make fights less confusing and cut down the god mod a bit. But how does it work? First off, you have nine (9) different power levels in successive order. This means that it your red you probably won't go back to being blue power level. The exception to that is memory loss and if you've been playing out of level because then you're likely to have your powers suspended or taken away for a bit. Secondly, how you gain a level: SP crew and the captain and vice will review the role-plays and will reward players for progressing with their characters, you can take a class and pass it (must be power training class), or you can participate in the exams and show the graders that your ready to have another level of power added on. That being said, how does it all work? Well, that's more complex so we'll start with the basics of that, and more specifically, with a little description of each level. Green: no control; either can't use, or can't stop using. Yellow: a little control. Blue: more control, a few more moves and things you can do. Red: close to having good control, moves may be close to mastering Black: well under control, some moves may have been mastered. White: better control, more moves mastered. Purple: very good control, emotions still effect but not as much more moves learned and mastered. Cyan: well mastered, most moves and things have been realized. Field-Balance: complete mastery of power, emotions no longer effect it. What do I mean by moves? You have your basic power (ie. water elemental control) then you have things you can do using that power (ie. black level: can manipulate water to create multilevel ice shield.) perhaps your powers then allow you to do more. What happens after green? If you couldn't use your powers then they become easier to use if only a little, instead of it only happening instinctively or by accident you'll begin to be able to access it more easily (ie. Speed was green, now she's yellow: instead of running at a normal pace all of the time, she can now run faster some of the time). Or if you couldn't stop using your powers, now they're under more control (ie. fire elemental, green couldn't control at all was surrounded by blazing heat and without collar was surrounded by inferno. Now at yellow, heat is less and inferno is smaller). Beyond that it becomes easier and you develop more things you can do with your power. How do I get to field balance? It's hard, really extremely hard. You'll have to completely master your abilities, both mentally and physically, and learn to keep your emotions from effecting your powers at all (ie. fire elemental has mastered his/her flames, when angered his/her emotions never unintentionally effect their powers). Age will play a big part in that, because you'll constantly need to hone your powers and as you age if you begin to forget or lapse you recess back to cyan power level. That's power control in a nutshell, if you've got any questions please ask them in the question thread.
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Posted: Mon May 31, 2010 11:50 am
HOW DOES IT WORK: magic. Magic, well most races can use it though some (elves and fauns and other magically linked creatures) can use it more easily then others or with greater result. Magic is broken down into three main types: combative, interrupt and alchemic. Offensive and defensive are the two kinds of combative magics and spells as well as things such as curses. They can be used to summon or create objects however those spells are most delicate and the object tends to break easily or revert. Alchemic magic is the transfer of energy to transform, create, summon or heal an object. Alchemic magic has it's own branches, creation, transformation, binding, healing and summoning. Alchemic magic is the most dangerous based on the length of time the spell can preform for and what can be done with the spells. Combative magics are less dangerous but have more sudden effects. Combative magic and alchemic magic can both be stopped by a interrupting spell. Interrupting spells are usually quick to preform but take a lot of energy. It's like slowing a train down and varies from spell to spell and the different forms of magic. From those three types it is further broken down into elemental (fire, earth, water, air and overlaps or multis), light (and dark), life (death or orbital) or physical (and asteral) based on the first classification. A spell, for example, could be classified as a fire offensive-combative spell or an orbital alchemic-summoning. Interrupt spell classification is far simpler because there aren't as many overlaps and there are no multiple sub-types, an interrupt spell would probably be labeled something like this: fire interrupt. Simple yes? That's because there aren't very many interrupts, but the meaning of the spell (like in alchemic magic) is everything so you must read to see what it can stop. Hold on, what's orbital magic? Orbital magic is magic dealing in life and death and spirits. It's typically used more often in alchemic spells then anything else and can be used in summoning or binding. Now what's binding? Binding is one of two things, binding a soul or spirit to an object like a doll or binding the future into place. How to you bind the future and why can't I? Well, binding the future can only be effective when you have a certain ability- this ability being one where everything, or nearly so, that you say becomes truth. Wonderful power, but its rare and linked only to a certain people as well it has three classes of power rank-discussed below it in the abilities section. Now explain summoning, why is it alchemic and not combative? Summoning is alchemic because it deals with the transfer of an object, or essentially, the summoning of it. It can be used combatively like most alchemic magics, but it's alchemic in nature and must be unsummoned if it isn't destroyed. How is light different from elemental? Light and darkness are in a way elemental, but deals more with light and dark then with fire or anything of that nature. What would a curse be? A curse can be elemental, light, life, or physical even asteral. Usually curses are combative offensive or binding alchemic. What's asteral then? Asteral is anything that is not physical (involving the body of the opponent), typically astrally linked spells are either curses or blessings and are almost always binding. So there are blessings? Blessings are the opposite of curses, however they can be bad as well just as a curse can be good, usually they grant luck or beauty or brains but they can do other things as well. Highly complex magic, asteral curses and blessings, almost always need to have a skill in binding and a good tongue or two. Two tongues are better then one in magic I'd think. How can I cast magic? You'll need a spell and you'll need to know how to preform or cast the spell or magic. For that you'll need to have taken a class or talked to Sarah or me. In preforming a spell there are also different ways, physical (involving action) mental (repetition of the mind, very dangerous and hard) spoken (duh) written (like physical but can involve symbols and things). Sometimes things can be sung and/or this will be grouped in with spoken as well as written being grouped in with physical. Sometimes things will require you to do multiple things, both actions and words are common requirements. Can I create my own spell? Yes and no, you'll need to okay it with me first but then you can if I say it's okay. Also having a magic class prior to wanting to create a spell will help you greatly.
REVIEW OF THE CLASSIFICATIONS:
Combative: A. Offensive. I. Elemental. a. Fire. b. Water. c. Earth. d. Air. e. Multi. II. Orbital. III. Light and dark. B. Defensive. I. Elemental. a. Fire. b. Water. c. Earth. d. Air. e. Multi. II. Orbital. III. Light and dark.
Alchemic: A. Summoning. B. Binding. C. Creation. D. Transformation. D. Healing.
Interrupt: A. Elemental. a. Fire. b. Water. c. Earth. d. Air. e. Multi. An so on... More will be added later. Please ask questions if you need to and do take a magic class the next time one is available.
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Posted: Wed Jun 02, 2010 5:15 pm
HOW TO: use items during an exam. Well, it's easy. You just use it however you've always used it. But, there are a couple of items which can be of good use in an exam. We'll start off with the shovel chain, think of all the uses based on the environments. Now do you see why it would be a good item to use? It's a weapon, but also a chain. Hedge maze + chain= Minotaur ring a bell? You can use it to find your way around the maze. Cliffs + sharp chain object= rock climbing. Those are just a few of the uses. Onto the auto hit potion, well its not very effective here because auto hitting is really only a major problem when your with another player. Still, be careful with your hitting. We'll skip the auto-hit from there on, and move into the third quest item, the multi-persona potion. It splits you in two, think of what you could do with something like that in an exam. In any environment you could use it to spy on the creature, or take turns resting and fighting, or double team the creature. It's stuff like that which really stands out. I don't have any of those, but I haven't started my exam: can I still complete a mini-quest? The answer is yes, so long as you haven't begun your exam you may complete a mini-quest. Once you've begun an exam you may only use the weapons and items you already have.
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Posted: Sun Jun 06, 2010 9:19 am
HOW TO: side-quests, exam-quests. A side-quest is typically a small assignment during which you role-play completing an objective. Upon completion you'll likely receive an item or weapon. The side-quests are constantly being updated and more are always being added. Some of the items can be obtained multiple times, or in the (farmers) black market. Most side-quests will be involving an NPC, crew will play the NPC in this order: Normal member- normal crew can play NPC. Normal crew- SP crew and above can play. SP crew- Vice and above. Vice- Captain plays. Captain- Er... I don't do side-quests, I help administer them. It's an odd system, but it's put in place to keep the main storyline there and to prevent it from being played in one post. Why? Because, side-quests do act as advertising for the thread its held in. You look and say, oh I can find things there, or hmmm... looks like a nice place. It also helps the guild get up in the lists when searched, by adding to the number of posts. A teacher given exam-quest usually gives a skill (ie. greater power control) or a minor power: these quests can almost always only be completed once by a character. These are always given out by people above senior and will probably not include an NPC. Completing a side-quest is easy, go to the side-quest thread in the classroom sub forum. Post which you'll be doing, then head over to the thread where the NPC is. Or, if it's a teacher, go to their classroom or find them on or off campus. If you don't know where an NPC is, please ask.
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Posted: Thu Jun 10, 2010 9:33 am
HOW TO: create a story-line and advance it for your character(s). One of the most important things within the role-play is to create and carry out a complete story-line. It must be able to shift and change, more so if it allows variables such as people. A story-line, as most know, tends to have arcs. Minor arcs, big arcs: in a series there's one major arc and several smaller ones to carry through the books. When creating a complete story-line, you need to know where your character or characters begin in the story. For example if we looked at Ninotchka, then her story centers around what's happened and happening while she's teaching at the school, what happens between when she begins and the end of the story is the variable. The main arc in her story begins after the beginning, but before it is a minor arc. I know what the end of her story at the school will be, but I don't want to spoil it. You also need to know where the story ends, and roughly, what needs to happen to get from point A to point B. Point A is the start of the main arc and the driving objective, point B is the end or solution. Point A can be at any point in the story, but is more typically in the beginning. Because of the varible of other role-players and their reactions, it's important to have partners or have people help you with the story-line. It could be as simple as role-playing asking them, or you could send them a message and work out how you'll help them and how they'll help you- Without disclosing the ending that is. Crew have a leg up on normal players with their endings, because they'll know what's going to be going on at the school before it happens so if they want to kill their character or have their arc end with their character disappearing, then they know when they can do that the most easily. Another character can also aide in creating an arc and story out of the role-play, if you create a second character (must be sophomore) then you'll likely create it somewhat like the first. Even if you don't, its highly likely that they'll end of doing the same thing you can do with another role-player, with the symbiotic relationship. Using that all to help in advancing the story is good, but your character alone can do that. You need to have minor arcs though, little things along the way- things you need to do in order to complete something in order to advance farther in the plot. I hope this helps with stories, but before I post this I want to say: if you're going to write a story about what happened to your character here, then you'll need to show it to the people you've role-played most with, even more so if you're in a romatic relationship in the guild.
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Posted: Thu Jun 17, 2010 4:11 pm
HOW TO: a guide to classes. A class can gain a character credits, allowing you to expand the range of things you're able to do here in the guild. Classes vary in complexity, grading and other things. Some here are easier then others, while others are harder and sport tests nearly every day. In order to sign up for a class, head over to the classrooms sub forum and read the announcements before checking the sign-up thread. In that thread you'll see posts containing information on classes, if you're interested in taking the class then make sure to check the sign-up dates before posting your sign-up. My advice for signing up for classes is this: match your classes to your schedule but also to your character. For example, I wouldn't expect a pirate to be taking chivalry 101 or a goth person to be taking ACT1. I would expect a pirate to be taking a physical education course, and a gothic to take magic or music. Listen to your character, would they take the class? If the answer is no, then sign up for a different class and/or wait until you have a character whom would take that class. Remember, some classes require more work then others and if you've taken a class before as a different character then it might be different- as with time comes change and the same is true in here. If you find that you've bitten off more then you can chew or if you're unhappy or uninterested in the class you've chosen, then speak with the teacher and drop the class or figure out something to do in order to participate without as much of your time dedicated.
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